{"tick": 1, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\": \"Standard Allied opening: deploy the MCV immediately, then start a power plant. Enemy is far west at ~(12,16); I'll expand east side of the map.\", \"notes\": \"Opening: deploy MCV, powr -> proc -> barr -> weap. Enemy likely at (12,16).\", \"commands\": [{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1145, "completion_tokens": 257, "total_tokens": 1402, "cost": 0.000426108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000426108, "upstream_inference_prompt_cost": 0.000117708, "upstream_inference_completions_cost": 0.0003084}, "completion_tokens_details": {"reasoning_tokens": 161, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.97, "thoughts": "Standard Allied opening: deploy the MCV immediately, then start a power plant. Enemy is far west at ~(12,16); I'll expand east side of the map.", "notes": "Opening: deploy MCV, powr -> proc -> barr -> weap. Enemy likely at (12,16).", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:00 (tick 1 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy MCV to start base.\",\"notes\":\"Enemy likely at (95,11). Build power, then proc, barracks, war factory. Expand economy first.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1645, "completion_tokens": 82, "total_tokens": 1727, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00411, "upstream_inference_prompt_cost": 0.00329, "upstream_inference_completions_cost": 0.00082}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.99, "thoughts": "Deploy MCV to start base.", "notes": "Enemy likely at (95,11). Build power, then proc, barracks, war factory. Expand economy first.", "commands": [{"do": "deploy", "unit": 120}], "feedback": ["deploy #120: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: deploy MCV, powr -> proc -> barr -> weap. Enemy likely at (12,16).", "raw": "{\"thoughts\": \"Opening turn: MCV deployed, power plant started. Next I need the refinery for income, then barracks. Queuing the refinery now so it starts the moment power finishes.\", \"notes\": \"Opening: fact done, powr building -> queue proc, then barr -> weap. Enemy likely at (12,16), far west. No scouts yet.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1174, "completion_tokens": 304, "total_tokens": 1478, "cost": 0.000491208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000491208, "upstream_inference_prompt_cost": 0.000126408, "upstream_inference_completions_cost": 0.0003648}, "completion_tokens_details": {"reasoning_tokens": 211, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.94, "thoughts": "Opening turn: MCV deployed, power plant started. Next I need the refinery for income, then barracks. Queuing the refinery now so it starts the moment power finishes.", "notes": "Opening: fact done, powr building -> queue proc, then barr -> weap. Enemy likely at (12,16), far west. No scouts yet.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:08 (tick 201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (95,11). Build power, then proc, barracks, war factory. Expand economy first.", "raw": "{\"thoughts\":\"Start economy: power plant then ore refinery, barracks, and war factory next turns.\",\"notes\":\"Enemy at (95,11). Build powr, then proc, barr, weap. Keep queues busy.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1689, "completion_tokens": 96, "total_tokens": 1785, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004338, "upstream_inference_prompt_cost": 0.003378, "upstream_inference_completions_cost": 0.00096}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.48, "thoughts": "Start economy: power plant then ore refinery, barracks, and war factory next turns.", "notes": "Enemy at (95,11). Build powr, then proc, barr, weap. Keep queues busy.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: fact done, powr building -> queue proc, then barr -> weap. Enemy likely at (12,16), far west. No scouts yet.", "raw": "{\"thoughts\": \"Construction Yard is up. Start power plant, then refinery; keep production queues busy.\", \"notes\": \"Opening: build powr now, then proc, barr, weap. Enemy likely west at (12,16).\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1184, "completion_tokens": 149, "total_tokens": 1333, "cost": 0.000308208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000308208, "upstream_inference_prompt_cost": 0.000129408, "upstream_inference_completions_cost": 0.0001788}, "completion_tokens_details": {"reasoning_tokens": 81, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.6, "thoughts": "Construction Yard is up. Start power plant, then refinery; keep production queues busy.", "notes": "Opening: build powr now, then proc, barr, weap. Enemy likely west at (12,16).", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:16 (tick 401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build powr, then proc, barr, weap. Keep queues busy.", "raw": "{\"thoughts\":\"Place power plant near base, then start ore refinery and continue economy build-up.\",\"notes\":\"Enemy at (95,11). Placed powr, next build proc, then barr, then weap. Keep queues busy.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1691, "completion_tokens": 126, "total_tokens": 1817, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004642, "upstream_inference_prompt_cost": 0.003382, "upstream_inference_completions_cost": 0.00126}, "completion_tokens_details": {"reasoning_tokens": 14, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.01, "thoughts": "Place power plant near base, then start ore refinery and continue economy build-up.", "notes": "Enemy at (95,11). Placed powr, next build proc, then barr, then weap. Keep queues busy.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Opening: build powr now, then proc, barr, weap. Enemy likely west at (12,16).", "raw": "{\"thoughts\": \"Opening turn: place the ready Power Plant, then queue the Ore Refinery to get income going. Enemy is likely far west at (12,16), so I'll keep scouting later with a cheap unit once barracks is up.\", \"notes\": \"Opening: placed powr, building proc next. Then barr -> weap. Enemy likely west at (12,16).\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"}, {\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1172, "completion_tokens": 170, "total_tokens": 1342, "cost": 0.000329808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000329808, "upstream_inference_prompt_cost": 0.000125808, "upstream_inference_completions_cost": 0.000204}, "completion_tokens_details": {"reasoning_tokens": 62, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.9, "thoughts": "Opening turn: place the ready Power Plant, then queue the Ore Refinery to get income going. Enemy is likely far west at (12,16), so I'll keep scouting later with a cheap unit once barracks is up.", "notes": "Opening: placed powr, building proc next. Then barr -> weap. Enemy likely west at (12,16).", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:24 (tick 601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Placed powr, next build proc, then barr, then weap. Keep queues busy.", "raw": "{\"thoughts\":\"Build ore refinery for economy, then barracks and power as needed.\",\"notes\":\"Enemy at (95,11). Building proc next, then tent, then weap. Expand economy first.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1793, "completion_tokens": 88, "total_tokens": 1881, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004466, "upstream_inference_prompt_cost": 0.003586, "upstream_inference_completions_cost": 0.00088}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.94, "thoughts": "Build ore refinery for economy, then barracks and power as needed.", "notes": "Enemy at (95,11). Building proc next, then tent, then weap. Expand economy first.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: placed powr, building proc next. Then barr -> weap. Enemy likely west at (12,16).", "raw": "{\"thoughts\": \"Opening: Construction Yard and Power Plant are up, all queues idle with $4700 banked. Priority is economy - start the Ore Refinery for the free harvester and income, then barracks into war factory.\", \"notes\": \"Opening: powr placed. Building proc now (income + free harvester). Next: tent -> weap -> powr as needed. Enemy likely west at (12,16).\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1231, "completion_tokens": 289, "total_tokens": 1520, "cost": 0.000490308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000490308, "upstream_inference_prompt_cost": 0.000143508, "upstream_inference_completions_cost": 0.0003468}, "completion_tokens_details": {"reasoning_tokens": 183, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.93, "thoughts": "Opening: Construction Yard and Power Plant are up, all queues idle with $4700 banked. Priority is economy - start the Ore Refinery for the free harvester and income, then barracks into war factory.", "notes": "Opening: powr placed. Building proc now (income + free harvester). Next: tent -> weap -> powr as needed. Enemy likely west at (12,16).", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:32 (tick 801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc next, then tent, then weap. Expand economy first.", "raw": "{\"thoughts\":\"Continue economy build-up: proc in progress, queue barracks next once affordable.\",\"notes\":\"Enemy at (95,11). Building proc, then tent, then weap. Expand economy first.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1737, "completion_tokens": 78, "total_tokens": 1815, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004254, "upstream_inference_prompt_cost": 0.003474, "upstream_inference_completions_cost": 0.00078}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.0, "thoughts": "Continue economy build-up: proc in progress, queue barracks next once affordable.", "notes": "Enemy at (95,11). Building proc, then tent, then weap. Expand economy first.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Opening: powr placed. Building proc now (income + free harvester). Next: tent -> weap -> powr as needed. Enemy likely west at (12,16).", "raw": "{\"thoughts\": \"Nothing actionable this turn: our only queue (Building) is busy with the Ore Refinery at 23%, we have no barracks/war factory yet, and no units to command. Cash is healthy, so no need to cancel anything.\", \"notes\": \"Opening: powr done, proc building (~23%). Next after proc: powr (if needed) -> tent (barracks) -> weap (war factory). Then pump 2tnk/e3 and take map control west toward enemy at (12,16).\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1217, "completion_tokens": 421, "total_tokens": 1638, "cost": 0.000644508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000644508, "upstream_inference_prompt_cost": 0.000139308, "upstream_inference_completions_cost": 0.0005052}, "completion_tokens_details": {"reasoning_tokens": 302, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.09, "thoughts": "Nothing actionable this turn: our only queue (Building) is busy with the Ore Refinery at 23%, we have no barracks/war factory yet, and no units to command. Cash is healthy, so no need to cancel anything.", "notes": "Opening: powr done, proc building (~23%). Next after proc: powr (if needed) -> tent (barracks) -> weap (war factory). Then pump 2tnk/e3 and take map control west toward enemy at (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:40 (tick 1001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc, then tent, then weap. Expand economy first.", "raw": "{\"thoughts\":\"Proc is building. Queue power and barracks next, keep economy growing.\",\"notes\":\"Enemy at (95,11). Building proc->place near base, then tent, then weap. Focus economy early.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1707, "completion_tokens": 93, "total_tokens": 1800, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004344, "upstream_inference_prompt_cost": 0.003414, "upstream_inference_completions_cost": 0.00093}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.28, "thoughts": "Proc is building. Queue power and barracks next, keep economy growing.", "notes": "Enemy at (95,11). Building proc->place near base, then tent, then weap. Focus economy early.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: powr done, proc building (~23%). Next after proc: powr (if needed) -> tent (barracks) -> weap (war factory). Then pump 2tnk/e3 and take map control west toward enemy at (12,16).", "raw": "{\"thoughts\":\"Refinery is halfway built (47%). Power is sufficient (100 made, 0 used; proc needs 30). Waiting for refinery completion to get our first harvester and unlock tent/weap.\",\"notes\":\"Proc finishing soon (~90% next turn). Once placed, build tent -> weap. Keep expanding economy and prepare for armor production.\",\"commands\":[]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1250, "completion_tokens": 285, "total_tokens": 1535, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0040125, "upstream_inference_prompt_cost": 0.001875, "upstream_inference_completions_cost": 0.0021375}, "completion_tokens_details": {"reasoning_tokens": 204, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.18, "thoughts": "Refinery is halfway built (47%). Power is sufficient (100 made, 0 used; proc needs 30). Waiting for refinery completion to get our first harvester and unlock tent/weap.", "notes": "Proc finishing soon (~90% next turn). Once placed, build tent -> weap. Keep expanding economy and prepare for armor production.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:48 (tick 1201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc->place near base, then tent, then weap. Focus economy early.", "raw": "{\"thoughts\":\"Continue building economy: proc and powr in progress. Once ready, place them and queue barracks.\",\"notes\":\"Enemy at (95,11). Build order: powr->proc(place)->tent->weap. Focus economy, then army.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1750, "completion_tokens": 90, "total_tokens": 1840, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0044, "upstream_inference_prompt_cost": 0.0035, "upstream_inference_completions_cost": 0.0009}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.91, "thoughts": "Continue building economy: proc and powr in progress. Once ready, place them and queue barracks.", "notes": "Enemy at (95,11). Build order: powr->proc(place)->tent->weap. Focus economy, then army.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc finishing soon (~90% next turn). Once placed, build tent -> weap. Keep expanding economy and prepare for armor production.", "raw": "{\"thoughts\": \"Economy just started; proc is finishing in the build queue and there's nothing else to do for ~8s. Keep cash ready to drop the refinery and immediately start barracks then war factory.\", \"notes\": \"Proc ~70% done, place it next turn then build tent -> weap. Cash healthy ($3708), spend on economy and armor production. Enemy likely at (12,16), unexplored.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1193, "completion_tokens": 316, "total_tokens": 1509, "cost": 0.000511308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000511308, "upstream_inference_prompt_cost": 0.000132108, "upstream_inference_completions_cost": 0.0003792}, "completion_tokens_details": {"reasoning_tokens": 221, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.5, "thoughts": "Economy just started; proc is finishing in the build queue and there's nothing else to do for ~8s. Keep cash ready to drop the refinery and immediately start barracks then war factory.", "notes": "Proc ~70% done, place it next turn then build tent -> weap. Cash healthy ($3708), spend on economy and armor production. Enemy likely at (12,16), unexplored.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:56 (tick 1401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: powr->proc(place)->tent->weap. Focus economy, then army.", "raw": "{\"thoughts\":\"Continue economy build: proc and powr are already in queue. Wait for them to complete, then place and continue with barracks.\",\"notes\":\"Enemy at (95,11). Build order: powr->proc(place)->tent->weap. Focus economy, then army.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1724, "completion_tokens": 97, "total_tokens": 1821, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004418, "upstream_inference_prompt_cost": 0.003448, "upstream_inference_completions_cost": 0.00097}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.91, "thoughts": "Continue economy build: proc and powr are already in queue. Wait for them to complete, then place and continue with barracks.", "notes": "Enemy at (95,11). Build order: powr->proc(place)->tent->weap. Focus economy, then army.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc ~70% done, place it next turn then build tent -> weap. Cash healthy ($3708), spend on economy and armor production. Enemy likely at (12,16), unexplored.", "raw": "{\"thoughts\": \"Refinery nearly done \u2014 place it to get the free harvester and income running, then start the barracks so I can begin infantry production and tech toward War Factory.\", \"notes\": \"Place proc near ore at home (95,11). Then build tent -> weap. Enemy likely at (12,16), explore west later.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1207, "completion_tokens": 193, "total_tokens": 1400, "cost": 0.000367908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000367908, "upstream_inference_prompt_cost": 0.000136308, "upstream_inference_completions_cost": 0.0002316}, "completion_tokens_details": {"reasoning_tokens": 95, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.87, "thoughts": "Refinery nearly done \u2014 place it to get the free harvester and income running, then start the barracks so I can begin infantry production and tech toward War Factory.", "notes": "Place proc near ore at home (95,11). Then build tent -> weap. Enemy likely at (12,16), explore west later.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "tent"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:04 (tick 1601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: powr->proc(place)->tent->weap. Focus economy, then army.", "raw": "{\"thoughts\":\"Place the ready proc, keep building power plant, then barracks. Standard opening.\",\"notes\":\"Enemy at (95,11). Build order: place proc, powr building, then tent, then weap. Focus economy.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1729, "completion_tokens": 98, "total_tokens": 1827, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004438, "upstream_inference_prompt_cost": 0.003458, "upstream_inference_completions_cost": 0.00098}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.55, "thoughts": "Place the ready proc, keep building power plant, then barracks. Standard opening.", "notes": "Enemy at (95,11). Build order: place proc, powr building, then tent, then weap. Focus economy.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Place proc near ore at home (95,11). Then build tent -> weap. Enemy likely at (12,16), explore west later.", "raw": "{\"thoughts\":\"Place the completed Ore Refinery to get our first harvester and income running. Tent is currently building; once it finishes we will train infantry and build a War Factory.\",\"notes\":\"Proc placed, waiting for tent to finish. Next: train e1/e3, build weap, scout west toward (12,16).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1258, "completion_tokens": 344, "total_tokens": 1602, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004467, "upstream_inference_prompt_cost": 0.001887, "upstream_inference_completions_cost": 0.00258}, "completion_tokens_details": {"reasoning_tokens": 263, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.51, "thoughts": "Place the completed Ore Refinery to get our first harvester and income running. Tent is currently building; once it finishes we will train infantry and build a War Factory.", "notes": "Proc placed, waiting for tent to finish. Next: train e1/e3, build weap, scout west toward (12,16).", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:12 (tick 1801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3000 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: place proc, powr building, then tent, then weap. Focus economy.", "raw": "{\"thoughts\":\"Place power plant, start barracks and war factory to build economy and army.\",\"notes\":\"Enemy at (95,11). Build order: place powr, tent, weap, proc2. Focus economy and expand army.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1843, "completion_tokens": 123, "total_tokens": 1966, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004916, "upstream_inference_prompt_cost": 0.003686, "upstream_inference_completions_cost": 0.00123}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.53, "thoughts": "Place power plant, start barracks and war factory to build economy and army.", "notes": "Enemy at (95,11). Build order: place powr, tent, weap, proc2. Focus economy and expand army.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "tent"}, {"do": "build", "item": "weap"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build tent: started", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 2001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Proc placed, waiting for tent to finish. Next: train e1/e3, build weap, scout west toward (12,16).", "raw": "{\"thoughts\": \"Economy is running with one refinery and a harvester. Tent is nearly done; next I want a War Factory for tanks, then more infantry. No enemy visible yet, so I'll keep the harvester mining and prepare to scout west.\", \"notes\": \"tent finishing; queue weap next. Train e1/e3 once tent done. Enemy likely at (12,16) - scout west after some units exist.\", \"commands\": [{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1275, "completion_tokens": 417, "total_tokens": 1692, "cost": 0.000657108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000657108, "upstream_inference_prompt_cost": 0.000156708, "upstream_inference_completions_cost": 0.0005004}, "completion_tokens_details": {"reasoning_tokens": 299, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.37, "thoughts": "Economy is running with one refinery and a harvester. Tent is nearly done; next I want a War Factory for tanks, then more infantry. No enemy visible yet, so I'll keep the harvester mining and prepare to scout west.", "notes": "tent finishing; queue weap next. Train e1/e3 once tent done. Enemy likely at (12,16) - scout west after some units exist.", "commands": [{"do": "build", "item": "weap"}, {"do": "harvest", "unit": 133}], "feedback": ["build weap: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:20 (tick 2001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2680 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: weap 16%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(18,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build tent: started\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: place powr, tent, weap, proc2. Focus economy and expand army.", "raw": "{\"thoughts\":\"Buildings are already queued (weap, tent). Let production continue; economy solid with $2680 cash. Will add another power plant and proc when possible.\",\"notes\":\"Enemy at (95,11). Build order: tent->weap->proc2->more power. Keep economy growing, then start army production once barracks/factory ready.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1880, "completion_tokens": 142, "total_tokens": 2022, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00518, "upstream_inference_prompt_cost": 0.00376, "upstream_inference_completions_cost": 0.00142}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.02, "thoughts": "Buildings are already queued (weap, tent). Let production continue; economy solid with $2680 cash. Will add another power plant and proc when possible.", "notes": "Enemy at (95,11). Build order: tent->weap->proc2->more power. Keep economy growing, then start army production once barracks/factory ready.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 2201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: tent READY TO PLACE; Building: weap 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\nYOUR NOTES FROM LAST TURN: tent finishing; queue weap next. Train e1/e3 once tent done. Enemy likely at (12,16) - scout west after some units exist.", "raw": "{\"thoughts\": \"Barracks (tent) is ready to place. Get it down and start producing infantry while the War Factory builds. Cash is healthy at $2800, so I can afford units and a second refinery soon.\", \"notes\": \"tent placed near base; training e1/e3. weap in progress. Enemy likely at (12,16) - scout west once infantry exist. Next: build proc #2 after weap.\", \"commands\": [{\"do\":\"place\",\"item\":\"tent\",\"x\":93,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":6},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1277, "completion_tokens": 481, "total_tokens": 1758, "cost": 0.000734508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000734508, "upstream_inference_prompt_cost": 0.000157308, "upstream_inference_completions_cost": 0.0005772}, "completion_tokens_details": {"reasoning_tokens": 338, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.84, "thoughts": "Barracks (tent) is ready to place. Get it down and start producing infantry while the War Factory builds. Cash is healthy at $2800, so I can afford units and a second refinery soon.", "notes": "tent placed near base; training e1/e3. weap in progress. Enemy likely at (12,16) - scout west once infantry exist. Next: build proc #2 after weap.", "commands": [{"do": "place", "item": "tent", "x": 93, "y": 13}, {"do": "train", "item": "e1", "count": 6}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:28 (tick 2201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2425 + stored ore $421 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4%.\nPRODUCTION: Building: weap 32%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Build order: tent->weap->proc2->more power. Keep economy growing, then start army production once barracks/factory ready.", "raw": "{\"thoughts\":\"Weap and tent are already building. Keep economy going, queue more power and a second proc once funds allow. Let production continue.\",\"notes\":\"Enemy at (95,11). Building tent+weap. Plan: after tent/weap done, build proc2, more power, then train tanks and infantry, then attack enemy base.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1823, "completion_tokens": 116, "total_tokens": 1939, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004806, "upstream_inference_prompt_cost": 0.003646, "upstream_inference_completions_cost": 0.00116}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.07, "thoughts": "Weap and tent are already building. Keep economy going, queue more power and a second proc once funds allow. Let production continue.", "notes": "Enemy at (95,11). Building tent+weap. Plan: after tent/weap done, build proc2, more power, then train tanks and infantry, then attack enemy base.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2508 + stored ore $445 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: tent placed near base; training e1/e3. weap in progress. Enemy likely at (12,16) - scout west once infantry exist. Next: build proc #2 after weap.", "raw": "{\"thoughts\": \"Weap is already building (16%), so the building queue is busy; I'll spend cash on infantry from the tent to start scouting/defending. Setting a westward rally to prepare for the push toward the enemy at (12,16).\", \"notes\": \"weap in progress. Training e1/e3 from tent, rally west at (85,11). Next: finish weap, build proc #2, get a 2tnk line going.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1384, "completion_tokens": 379, "total_tokens": 1763, "cost": 0.000644208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000644208, "upstream_inference_prompt_cost": 0.000189408, "upstream_inference_completions_cost": 0.0004548}, "completion_tokens_details": {"reasoning_tokens": 229, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.8, "thoughts": "Weap is already building (16%), so the building queue is busy; I'll spend cash on infantry from the tent to start scouting/defending. Setting a westward rally to prepare for the push toward the enemy at (12,16).", "notes": "weap in progress. Training e1/e3 from tent, rally west at (85,11). Next: finish weap, build proc #2, get a 2tnk line going.", "commands": [{"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 134, "x": 85, "y": 11}], "feedback": ["train 4x e1: queued", "train 2x e3: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 450, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:36 (tick 2401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2425 + stored ore $88 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.1%.\nPRODUCTION: Building: weap 49%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(19,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building tent+weap. Plan: after tent/weap done, build proc2, more power, then train tanks and infantry, then attack enemy base.", "raw": "{\"thoughts\":\"Continue building economy and army production. Weap and tent are in progress, queue more power and second refinery once available.\",\"notes\":\"Enemy at (95,11). Building tent+weap. After done, build proc2, more power, then train tanks/infantry, then attack.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1832, "completion_tokens": 112, "total_tokens": 1944, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004784, "upstream_inference_prompt_cost": 0.003664, "upstream_inference_completions_cost": 0.00112}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "Continue building economy and army production. Weap and tent are in progress, queue more power and second refinery once available.", "notes": "Enemy at (95,11). Building tent+weap. After done, build proc2, more power, then train tanks/infantry, then attack.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 8}}
{"tick": 2601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2325 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.4%.\nPRODUCTION: Building: weap 32%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(88,9)\n  harv (Ore Truck (harvester)) x1: #133@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e1: queued\n  - train 2x e3: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: weap in progress. Training e1/e3 from tent, rally west at (85,11). Next: finish weap, build proc #2, get a 2tnk line going.", "raw": "{\"thoughts\": \"War factory is constructing. Scout with rifleman #135 westward toward the center and likely enemy base.\", \"notes\": \"weap building. After weap finishes, place it and start proc #2. Keep scouting.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135], \"x\": 70, \"y\": 15}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1485, "completion_tokens": 346, "total_tokens": 1831, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0048225, "upstream_inference_prompt_cost": 0.0022275, "upstream_inference_completions_cost": 0.002595}, "completion_tokens_details": {"reasoning_tokens": 264, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.49, "thoughts": "War factory is constructing. Scout with rifleman #135 westward toward the center and likely enemy base.", "notes": "weap building. After weap finishes, place it and start proc #2. Keep scouting.", "commands": [{"do": "attack_move", "units": [135], "x": 70, "y": 15}], "feedback": ["attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 14}}
{"tick": 2601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:44 (tick 2601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2180 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: weap 66%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(17,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building tent+weap. After done, build proc2, more power, then train tanks/infantry, then attack.", "raw": "{\"thoughts\":\"Continue economy buildup while production finishes. Queue more power and second refinery after current builds complete.\",\"notes\":\"Enemy at (95,11). Building weap+powr+tent. Plan: after done, build proc2, train tanks/infantry, then attack in force of 8+.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1858, "completion_tokens": 105, "total_tokens": 1963, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004766, "upstream_inference_prompt_cost": 0.003716, "upstream_inference_completions_cost": 0.00105}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.85, "thoughts": "Continue economy buildup while production finishes. Queue more power and second refinery after current builds complete.", "notes": "Enemy at (95,11). Building weap+powr+tent. Plan: after done, build proc2, train tanks/infantry, then attack in force of 8+.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 500, "experience": 0, "order_count": 9}}
{"tick": 2801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1659 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Building: weap 49%; Infantry: e3 84%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #135@(78,11)\n  e3 (Rocket Soldier) x1: #136@(87,9)\n  harv (Ore Truck (harvester)) x1: #133@(101,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: weap building. After weap finishes, place it and start proc #2. Keep scouting.", "raw": "{\"thoughts\": \"Weap is nearly done; power and economy are stable with $1659 banked. Need to finish weap, then place it and start a second refinery. Send the idle rifleman west to scout for the enemy base while queueing more infantry.\", \"notes\": \"weap ~50%, place when ready and start proc #2. Scouting e1 heading west toward enemy start (12,16).\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack_move\",\"units\":[135],\"x\":55,\"y\":11},{\"do\":\"rally\",\"building\":121,\"x\":90,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1384, "completion_tokens": 487, "total_tokens": 1871, "cost": 0.000773808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000773808, "upstream_inference_prompt_cost": 0.000189408, "upstream_inference_completions_cost": 0.0005844}, "completion_tokens_details": {"reasoning_tokens": 345, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.14, "thoughts": "Weap is nearly done; power and economy are stable with $1659 banked. Need to finish weap, then place it and start a second refinery. Send the idle rifleman west to scout for the enemy base while queueing more infantry.", "notes": "weap ~50%, place when ready and start proc #2. Scouting e1 heading west toward enemy start (12,16).", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": [135], "x": 55, "y": 11}, {"do": "rally", "building": 121, "x": 90, "y": 11}], "feedback": ["train 3x e1: queued", "attack_move: 1 units", "rally #121: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 14}}
{"tick": 2801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:52 (tick 2801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1926 + stored ore $420 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: weap 82%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building weap+powr+tent. Plan: after done, build proc2, train tanks/infantry, then attack in force of 8+.", "raw": "{\"thoughts\":\"Continue building economy: let weap, powr, tent finish. Queue more production once available.\",\"notes\":\"Enemy at (95,11). Building weap+powr+tent. Plan: after done, build proc2, train tanks/infantry, then attack in force of 8+.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1837, "completion_tokens": 101, "total_tokens": 1938, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004684, "upstream_inference_prompt_cost": 0.003674, "upstream_inference_completions_cost": 0.00101}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.92, "thoughts": "Continue building economy: let weap, powr, tent finish. Queue more production once available.", "notes": "Enemy at (95,11). Building weap+powr+tent. Plan: after done, build proc2, train tanks/infantry, then attack in force of 8+.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 9}}
{"tick": 3001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1088 + stored ore $410 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6200, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.3%.\nPRODUCTION: Building: weap 66%; Infantry: e1 81%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(77,11)* #138@(89,9) #139@(92,9)\n  e3 (Rocket Soldier) x2: #136@(85,11)* #137@(86,10)\n  harv (Ore Truck (harvester)) x1: #133@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - attack_move: 1 units\n  - rally #121: ordered\nYOUR NOTES FROM LAST TURN: weap ~50%, place when ready and start proc #2. Scouting e1 heading west toward enemy start (12,16).", "raw": "{\"thoughts\": \"War Factory nearly done; keep the infantry queue busy with rocket soldiers and continue scouting west toward the likely enemy start. Save enough cash to place weap and then a second refinery.\", \"notes\": \"weap ~66%, place when ready; then proc #2. Scout #135 heading west. Queue e3 in barracks. Enemy likely at (12,16).\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[135],\"x\":60,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":13},{\"do\":\"rally\",\"building\":121,\"x\":88,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1438, "completion_tokens": 519, "total_tokens": 1957, "cost": 0.000828408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000828408, "upstream_inference_prompt_cost": 0.000205608, "upstream_inference_completions_cost": 0.0006228}, "completion_tokens_details": {"reasoning_tokens": 369, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.53, "thoughts": "War Factory nearly done; keep the infantry queue busy with rocket soldiers and continue scouting west toward the likely enemy start. Save enough cash to place weap and then a second refinery.", "notes": "weap ~66%, place when ready; then proc #2. Scout #135 heading west. Queue e3 in barracks. Enemy likely at (12,16).", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [135], "x": 60, "y": 12}, {"do": "rally", "building": 134, "x": 85, "y": 13}, {"do": "rally", "building": 121, "x": 88, "y": 12}], "feedback": ["train 2x e3: queued", "attack_move: 1 units", "rally #134: ordered", "rally #121: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6200, "army_value": 900, "income": 1000, "experience": 0, "order_count": 17}}
{"tick": 3001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:00 (tick 3001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1926 + stored ore $87 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: weap 99%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(16,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building weap+powr+tent. Plan: after done, build proc2, train tanks/infantry, then attack in force of 8+.", "raw": "{\"thoughts\":\"War factory almost done, keep building economy and start training units once ready.\",\"notes\":\"Enemy at (95,11). Building weap+powr+tent. After done, build proc2, train tanks/infantry, then attack in force of 8+.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1837, "completion_tokens": 104, "total_tokens": 1941, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004714, "upstream_inference_prompt_cost": 0.003674, "upstream_inference_completions_cost": 0.00104}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.49, "thoughts": "War factory almost done, keep building economy and start training units once ready.", "notes": "Enemy at (95,11). Building weap+powr+tent. After done, build proc2, train tanks/infantry, then attack in force of 8+.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 9}}
{"tick": 3201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $835 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.8%.\nPRODUCTION: Building: weap 82%; Infantry: e3 3%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(68,14) #138@(85,11)* #139@(85,11)* #140@(86,12)\n  e3 (Rocket Soldier) x3: #136@(85,11)* #137@(85,11)* #141@(94,9)\n  harv (Ore Truck (harvester)) x1: #133@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - attack_move: 1 units\n  - rally #134: ordered\n  - rally #121: ordered\nYOUR NOTES FROM LAST TURN: weap ~66%, place when ready; then proc #2. Scout #135 heading west. Queue e3 in barracks. Enemy likely at (12,16).", "raw": "{\"thoughts\": \"War Factory nearly done, will place next turn and start tanks. Cash low so keep infantry production light while scouting west toward the suspected enemy base at (12,16).\", \"notes\": \"weap ~82%->ready, place ASAP then train 2tnk. Scout #135 heading west from (68,14). Enemy likely (12,16). Keep e3 queue running.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[135],\"x\":40,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1467, "completion_tokens": 410, "total_tokens": 1877, "cost": 0.000706308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000706308, "upstream_inference_prompt_cost": 0.000214308, "upstream_inference_completions_cost": 0.000492}, "completion_tokens_details": {"reasoning_tokens": 273, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.53, "thoughts": "War Factory nearly done, will place next turn and start tanks. Cash low so keep infantry production light while scouting west toward the suspected enemy base at (12,16).", "notes": "weap ~82%->ready, place ASAP then train 2tnk. Scout #135 heading west from (68,14). Enemy likely (12,16). Keep e3 queue running.", "commands": [{"do": "attack_move", "units": [135], "x": 40, "y": 16}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 1 units", "train 2x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 19}}
{"tick": 3201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:08 (tick 3201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1926 + stored ore $74 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(16,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building weap+powr+tent. After done, build proc2, train tanks/infantry, then attack in force of 8+.", "raw": "{\"thoughts\":\"Place war factory near base, continue building queue, keep training pipeline ready.\",\"notes\":\"Enemy at (95,11). Place weap, building proc/powr/tent in queue. Once done, train tanks+infantry, mass 8+ and attack.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1877, "completion_tokens": 125, "total_tokens": 2002, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005004, "upstream_inference_prompt_cost": 0.003754, "upstream_inference_completions_cost": 0.00125}, "completion_tokens_details": {"reasoning_tokens": 13, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "Place war factory near base, continue building queue, keep training pipeline ready.", "notes": "Enemy at (95,11). Place weap, building proc/powr/tent in queue. Once done, train tanks+infantry, mass 8+ and attack.", "commands": [{"do": "place", "item": "weap"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 1000, "experience": 0, "order_count": 10}}
{"tick": 3401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $169 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.2%.\nPRODUCTION: Building: weap 99%; Infantry: e1 43%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(66,22) #138@(85,11)* #139@(85,11)* #140@(85,13)*\n  e3 (Rocket Soldier) x4: #136@(85,11)* #137@(85,11)* #141@(85,12) #143@(93,9)\n  harv (Ore Truck (harvester)) x1: #133@(102,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - train 2x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: weap ~82%->ready, place ASAP then train 2tnk. Scout #135 heading west from (68,14). Enemy likely (12,16). Keep e3 queue running.", "raw": "{\"thoughts\": \"War Factory is at 99%, so I'll place it as soon as it pops and keep scouting west. Cash is very low, so I'll let the existing infantry queues drain while the harvester mines.\", \"notes\": \"weap finishing -> place. Scout #135 west toward enemy (12,16). Keep e1/e3 queues. Need proc #2 and power once cash allows.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"}, {\"do\":\"attack_move\",\"units\":[135],\"x\":45,\"y\":16}, {\"do\":\"move\",\"units\":[136,137,139,138,140],\"x\":88,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1507, "completion_tokens": 583, "total_tokens": 2090, "cost": 0.000925908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000925908, "upstream_inference_prompt_cost": 0.000226308, "upstream_inference_completions_cost": 0.0006996}, "completion_tokens_details": {"reasoning_tokens": 437, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.7, "thoughts": "War Factory is at 99%, so I'll place it as soon as it pops and keep scouting west. Cash is very low, so I'll let the existing infantry queues drain while the harvester mines.", "notes": "weap finishing -> place. Scout #135 west toward enemy (12,16). Keep e1/e3 queues. Need proc #2 and power once cash allows.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": [135], "x": 45, "y": 16}, {"do": "move", "units": [136, 137, 139, 138, 140], "x": 88, "y": 14}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack_move: 1 units", "move: 5 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6900, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 24}}
{"tick": 3401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:16 (tick 3401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1688 + stored ore $188 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: proc 23%; Building: powr 0%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 100%, #142 weap@(14,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Place weap, building proc/powr/tent in queue. Once done, train tanks+infantry, mass 8+ and attack.", "raw": "{\"thoughts\":\"Base is developing well already with proc/powr/tent queued. Keep building economy and start training units once possible.\",\"notes\":\"Enemy at (95,11). Building proc/powr/tent queue. Once tent done, train infantry+e3. Once weap ready, train tanks. Mass 8+ before attacking.\",\"commands\":[{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1970, "completion_tokens": 151, "total_tokens": 2121, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00545, "upstream_inference_prompt_cost": 0.00394, "upstream_inference_completions_cost": 0.00151}, "completion_tokens_details": {"reasoning_tokens": 18, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.84, "thoughts": "Base is developing well already with proc/powr/tent queued. Keep building economy and start training units once possible.", "notes": "Enemy at (95,11). Building proc/powr/tent queue. Once tent done, train infantry+e3. Once weap ready, train tanks. Mass 8+ before attacking.", "commands": [{"do": "train", "item": "harv", "count": 1}], "feedback": ["train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 0, "income": 1175, "experience": 0, "order_count": 11}}
{"tick": 3601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $436 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $7100, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.8%.\nPRODUCTION: Building: weap READY TO PLACE; Infantry: e1 65%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(59,28) #138@(88,14)* #139@(88,14)* #140@(88,14)* #144@(87,11) #145@(89,9)\n  e3 (Rocket Soldier) x4: #136@(88,14)* #137@(88,14)* #141@(85,13)* #143@(85,13)*\n  harv (Ore Truck (harvester)) x1: #133@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - attack_move: 1 units\n  - move: 5 units\nYOUR NOTES FROM LAST TURN: weap finishing -> place. Scout #135 west toward enemy (12,16). Keep e1/e3 queues. Need proc #2 and power once cash allows.", "raw": "{\"thoughts\": \"War Factory is ready but last place attempt failed (probably finished after the command). I'll place it now, queue more rocket soldiers, and keep the lone scout probing west toward the likely enemy base at (12,16). Cash is tight ($0), so I'll prioritize economy next.\", \"notes\": \"weap placing this turn -> train vehicles from it. Scout #135 heading west to find enemy at ~(12,16). Need proc #2 + harvester when cash allows.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"}, {\"do\":\"train\",\"item\":\"e3\",\"count\":3}, {\"do\":\"train\",\"item\":\"e1\",\"count\":2}, {\"do\":\"attack_move\",\"units\":[135],\"x\":35,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1504, "completion_tokens": 579, "total_tokens": 2083, "cost": 0.000920208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000920208, "upstream_inference_prompt_cost": 0.000225408, "upstream_inference_completions_cost": 0.0006948}, "completion_tokens_details": {"reasoning_tokens": 412, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "War Factory is ready but last place attempt failed (probably finished after the command). I'll place it now, queue more rocket soldiers, and keep the lone scout probing west toward the likely enemy base at (12,16). Cash is tight ($0), so I'll prioritize economy next.", "notes": "weap placing this turn -> train vehicles from it. Scout #135 heading west to find enemy at ~(12,16). Need proc #2 + harvester when cash allows.", "commands": [{"do": "place", "item": "weap"}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": [135], "x": 35, "y": 18}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "train 3x e3: queued", "train 2x e1: queued", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 24}}
{"tick": 3601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:24 (tick 3601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1519 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: proc 47%; Building: powr 0%; Building: tent 0%; Vehicle: harv 29%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 100%, #142 weap@(14,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(16,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc/powr/tent queue. Once tent done, train infantry+e3. Once weap ready, train tanks. Mass 8+ before attacking.", "raw": "{\"thoughts\":\"Continue economy buildup, keep queues busy. Let proc/powr/tent finish, keep training harvester and start light tanks once weap free.\",\"notes\":\"Enemy at (95,11). Building proc/powr/tent queue. Once tent done, train infantry+e3. Weap ready, train 1tnk x4. Mass 8+ before attacking.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1976, "completion_tokens": 151, "total_tokens": 2127, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005462, "upstream_inference_prompt_cost": 0.003952, "upstream_inference_completions_cost": 0.00151}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.16, "thoughts": "Continue economy buildup, keep queues busy. Let proc/powr/tent finish, keep training harvester and start light tanks once weap free.", "notes": "Enemy at (95,11). Building proc/powr/tent queue. Once tent done, train infantry+e3. Weap ready, train 1tnk x4. Mass 8+ before attacking.", "commands": [{"do": "train", "item": "1tnk", "count": 2}], "feedback": ["train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 0, "income": 1500, "experience": 0, "order_count": 12}}
{"tick": 3801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $108 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.6%.\nPRODUCTION: Infantry: e3 31%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(48,28) #138@(88,14)* #139@(88,14)* #140@(88,14)* #144@(85,13)* #145@(85,13)* #147@(86,12) #148@(89,9) #149@(92,9)\n  e3 (Rocket Soldier) x4: #136@(88,14)* #137@(88,14)* #141@(85,13)* #143@(85,13)*\n  harv (Ore Truck (harvester)) x1: #133@(106,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - train 3x e3: queued\n  - train 2x e1: queued\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: weap placing this turn -> train vehicles from it. Scout #135 heading west to find enemy at ~(12,16). Need proc #2 + harvester when cash allows.", "raw": "{\"thoughts\": \"Economy is the bottleneck: $0 cash, 1 harvester. War factory is up so I need a second refinery/harvester ASAP. Continue scouting west, keep infantry queues busy with cheap units.\", \"notes\": \"weap up -> queue vehicles. Scout #135 heading west to (12,16). Building proc#2 next. Need cash then harv.\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}, {\"do\":\"train\",\"item\":\"e1\",\"count\":5}, {\"do\":\"train\",\"item\":\"e3\",\"count\":3}, {\"do\":\"train\",\"item\":\"harv\",\"count\":1}, {\"do\":\"move\",\"units\":[135],\"x\":30,\"y\":20}, {\"do\":\"rally\",\"building\":146,\"x\":90,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1611, "completion_tokens": 746, "total_tokens": 2357, "cost": 0.001152708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001152708, "upstream_inference_prompt_cost": 0.000257508, "upstream_inference_completions_cost": 0.0008952}, "completion_tokens_details": {"reasoning_tokens": 572, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.37, "thoughts": "Economy is the bottleneck: $0 cash, 1 harvester. War factory is up so I need a second refinery/harvester ASAP. Continue scouting west, keep infantry queues busy with cheap units.", "notes": "weap up -> queue vehicles. Scout #135 heading west to (12,16). Building proc#2 next. Need cash then harv.", "commands": [{"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "harv", "count": 1}, {"do": "move", "units": [135], "x": 30, "y": 20}, {"do": "rally", "building": 146, "x": 90, "y": 11}], "feedback": ["build proc: started", "train 5x e1: queued", "train 3x e3: queued", "train 1x harv: queued", "move: 1 units", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 1500, "experience": 0, "order_count": 30}}
{"tick": 3801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:32 (tick 3801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $853 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: proc 70%; Building: powr 0%; Building: tent 0%; Vehicle: harv 59%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 100%, #142 weap@(14,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(17,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc/powr/tent queue. Once tent done, train infantry+e3. Weap ready, train 1tnk x4. Mass 8+ before attacking.", "raw": "{\"thoughts\":\"Continue economy and army buildup. Keep producing tanks and infantry, build barracks and refinery.\",\"notes\":\"Enemy at (95,11). Building proc/powr/tent queue. Weap producing tanks. Once tent done, train infantry+e3. Mass 8+ before attacking.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2011, "completion_tokens": 132, "total_tokens": 2143, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005342, "upstream_inference_prompt_cost": 0.004022, "upstream_inference_completions_cost": 0.00132}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.82, "thoughts": "Continue economy and army buildup. Keep producing tanks and infantry, build barracks and refinery.", "notes": "Enemy at (95,11). Building proc/powr/tent queue. Weap producing tanks. Once tent done, train infantry+e3. Mass 8+ before attacking.", "commands": [{"do": "train", "item": "1tnk", "count": 2}], "feedback": ["train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 0, "income": 1500, "experience": 0, "order_count": 14}}
{"tick": 4001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.2%.\nPRODUCTION: Building: proc 2%; Vehicle: harv 3%; Infantry: e3 44%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(39,22) #138@(88,14)* #139@(88,14)* #140@(88,14)* #144@(84,12)* #145@(86,13)* #147@(85,14)* #148@(85,13)* #149@(85,13)*\n  e3 (Rocket Soldier) x4: #136@(88,14)* #137@(88,14)* #141@(84,14)* #143@(86,12)*\n  harv (Ore Truck (harvester)) x1: #133@(106,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - train 1x harv: queued\n  - move: 1 units\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: weap up -> queue vehicles. Scout #135 heading west to (12,16). Building proc#2 next. Need cash then harv.", "raw": "{\"thoughts\": \"Very low on cash ($0), so production is throttled and harv build is slow. My economy is the bottleneck \u2014 I need the new refinery and harvesters online. Scout #135 is already far west; push it toward the enemy start to locate their base. Keep the base infantry as defense for now.\", \"notes\": \"weap+tent up. proc#2 building. harv queued. Scout #135 heading to (12,16). Next: get harv out, more harvesters, then tanks (1tnk). Keep power up.\", \"commands\": [{\"do\":\"move\",\"units\":[135],\"x\":14,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":14},{\"do\":\"rally\",\"building\":146,\"x\":90,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1682, "completion_tokens": 611, "total_tokens": 2293, "cost": 0.001012008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001012008, "upstream_inference_prompt_cost": 0.000278808, "upstream_inference_completions_cost": 0.0007332}, "completion_tokens_details": {"reasoning_tokens": 435, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.94, "thoughts": "Very low on cash ($0), so production is throttled and harv build is slow. My economy is the bottleneck \u2014 I need the new refinery and harvesters online. Scout #135 is already far west; push it toward the enemy start to locate their base. Keep the base infantry as defense for now.", "notes": "weap+tent up. proc#2 building. harv queued. Scout #135 heading to (12,16). Next: get harv out, more harvesters, then tanks (1tnk). Keep power up.", "commands": [{"do": "move", "units": [135], "x": 14, "y": 16}, {"do": "rally", "building": 134, "x": 90, "y": 14}, {"do": "rally", "building": 146, "x": 90, "y": 14}], "feedback": ["move: 1 units", "rally #134: ordered", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 1500, "experience": 0, "order_count": 40}}
{"tick": 4001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:40 (tick 4001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $186 + stored ore $0 (storage 2000), power 200 made / 60 used, harvesters 1.\nSCORE: assets $7100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: proc 94%; Building: powr 0%; Building: tent 0%; Vehicle: harv 90%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 100%, #142 weap@(14,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(15,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building proc/powr/tent queue. Weap producing tanks. Once tent done, train infantry+e3. Mass 8+ before attacking.", "raw": "{\"thoughts\":\"Continue building economy and army. Let production queues run; queue more tanks and start defense buildup.\",\"notes\":\"Enemy at (95,11). Focus economy, produce tanks from weap, train infantry from tent when ready. Mass 8+ tanks before attacking enemy base.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2035, "completion_tokens": 126, "total_tokens": 2161, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00533, "upstream_inference_prompt_cost": 0.00407, "upstream_inference_completions_cost": 0.00126}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.91, "thoughts": "Continue building economy and army. Let production queues run; queue more tanks and start defense buildup.", "notes": "Enemy at (95,11). Focus economy, produce tanks from weap, train infantry from tent when ready. Mass 8+ tanks before attacking enemy base.", "commands": [{"do": "train", "item": "1tnk", "count": 2}], "feedback": ["train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7100, "army_value": 0, "income": 1500, "experience": 0, "order_count": 16}}
{"tick": 4201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9400, army $3200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 16.7%.\nPRODUCTION: Building: proc 2%; Vehicle: harv 3%; Infantry: e3 44%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(31,16) #138@(88,14)* #139@(88,14)* #140@(88,14)* #144@(84,12)* #145@(86,13)* #147@(85,14)* #148@(85,13)* #149@(85,13)*\n  e3 (Rocket Soldier) x4: #136@(88,14)* #137@(88,14)* #141@(84,14)* #143@(86,12)*\n  harv (Ore Truck (harvester)) x1: #133@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #134: ordered\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: weap+tent up. proc#2 building. harv queued. Scout #135 heading to (12,16). Next: get harv out, more harvesters, then tanks (1tnk). Keep power up.", "raw": "{\"thoughts\": \"Economy is stalled at $0 with only one harvester, so I must keep mining and grow income. The infantry queue is over-stuffed; I'll leave it but focus vehicle production on harvester then tanks. Send a small scout group toward the enemy start to find their base.\", \"notes\": \"weap+tent up, proc#2 building, harv queued. harv#133 sent to mine. 2 more harv/tanks added. Scout group e1 heading to enemy start (12,16). Next: check harv income, place proc#2 when ready, add power, then mass 1tnk.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 133}, {\"do\": \"train\", \"item\": \"harv\", \"count\": 1}, {\"do\": \"train\", \"item\": \"1tnk\", \"count\": 2}, {\"do\": \"move\", \"units\": [138, 139, 140], \"x\": 40, \"y\": 16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1665, "completion_tokens": 1855, "total_tokens": 3520, "cost": 0.002499708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002499708, "upstream_inference_prompt_cost": 0.000273708, "upstream_inference_completions_cost": 0.002226}, "completion_tokens_details": {"reasoning_tokens": 1629, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.5, "thoughts": "Economy is stalled at $0 with only one harvester, so I must keep mining and grow income. The infantry queue is over-stuffed; I'll leave it but focus vehicle production on harvester then tanks. Send a small scout group toward the enemy start to find their base.", "notes": "weap+tent up, proc#2 building, harv queued. harv#133 sent to mine. 2 more harv/tanks added. Scout group e1 heading to enemy start (12,16). Next: check harv income, place proc#2 when ready, add power, then mass 1tnk.", "commands": [{"do": "harvest", "unit": 133}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "move", "units": [138, 139, 140], "x": 40, "y": 16}], "feedback": ["train 1x harv: queued", "train 2x 1tnk: queued", "move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 2100, "income": 1500, "experience": 0, "order_count": 40}}
{"tick": 4201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:48 (tick 4201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $136 + stored ore $142 (storage 2000), power 200 made / 60 used, harvesters 2.\nSCORE: assets $8200, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.6%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 31%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 100%, #142 weap@(14,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(17,11) #150@(19,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Focus economy, produce tanks from weap, train infantry from tent when ready. Mass 8+ tanks before attacking enemy base.", "raw": "{\"thoughts\":\"Place the ready proc, keep building economy and army. Continue tank production and queue power/barracks.\",\"notes\":\"Enemy at (95,11). Building econ, tanks queued at weap. Place proc when ready, keep training 1tnk, build tent then barracks infantry.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2063, "completion_tokens": 119, "total_tokens": 2182, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005316, "upstream_inference_prompt_cost": 0.004126, "upstream_inference_completions_cost": 0.00119}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "Place the ready proc, keep building economy and army. Continue tank production and queue power/barracks.", "notes": "Enemy at (95,11). Building econ, tanks queued at weap. Place proc when ready, keep training 1tnk, build tent then barracks infantry.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8200, "army_value": 0, "income": 2000, "experience": 0, "order_count": 18}}
{"tick": 4401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.8%.\nPRODUCTION: Building: proc 14%; Vehicle: harv 18%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(21,15) #138@(78,15) #139@(79,15) #140@(79,14) #144@(84,12)* #145@(86,13)* #147@(85,14)* #148@(85,13)* #149@(85,13)*\n  e3 (Rocket Soldier) x5: #136@(88,14)* #137@(88,14)* #141@(84,14)* #143@(86,12)* #153@(91,10)\n  harv (Ore Truck (harvester)) x1: #133@(100,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - train 2x 1tnk: queued\n  - move: 3 units\nYOUR NOTES FROM LAST TURN: weap+tent up, proc#2 building, harv queued. harv#133 sent to mine. 2 more harv/tanks added. Scout group e1 heading to enemy start (12,16). Next: check harv income, place proc#2 when ready, add power, then mass 1tnk.", "raw": "{\"thoughts\": \"Cash is $0, so everything is bottlenecked on income. proc#2 and a harv are queued; I need to keep queues busy and scout the enemy start with my forward rifleman. Consolidate the base infantry as a defensive blob near the weapons factory.\", \"notes\": \"weap+tent+proc#1 up, powr ok (100/80). proc#2 building, harv+2x1tnk queued. harv#133 mining. Scouts: e1#135 heading to enemy (12,16). Next: place proc#2 when ready, add power before 2nd refineries/maintenance, then mass 1tnk. Keep infantry near (85,14) as defense.\", \"commands\": [{\"do\":\"move\",\"units\":[135],\"x\":12,\"y\":16},{\"do\":\"attack_move\",\"units\":[144,145,147,148,149,136,137,141,143],\"x\":84,\"y\":15},{\"do\":\"rally\",\"building\":146,\"x\":86,\"y\":14},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1722, "completion_tokens": 838, "total_tokens": 2560, "cost": 0.001296408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001296408, "upstream_inference_prompt_cost": 0.000290808, "upstream_inference_completions_cost": 0.0010056}, "completion_tokens_details": {"reasoning_tokens": 596, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.89, "thoughts": "Cash is $0, so everything is bottlenecked on income. proc#2 and a harv are queued; I need to keep queues busy and scout the enemy start with my forward rifleman. Consolidate the base infantry as a defensive blob near the weapons factory.", "notes": "weap+tent+proc#1 up, powr ok (100/80). proc#2 building, harv+2x1tnk queued. harv#133 mining. Scouts: e1#135 heading to enemy (12,16). Next: place proc#2 when ready, add power before 2nd refineries/maintenance, then mass 1tnk. Keep infantry near (85,14) as defense.", "commands": [{"do": "move", "units": [135], "x": 12, "y": 16}, {"do": "attack_move", "units": [144, 145, 147, 148, 149, 136, 137, 141, 143], "x": 84, "y": 15}, {"do": "rally", "building": 146, "x": 86, "y": 14}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["move: 1 units", "attack_move: 9 units", "rally #146: ordered", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2000, "experience": 0, "order_count": 43}}
{"tick": 4401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:56 (tick 4401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1 + stored ore $0 (storage 4000), power 200 made / 90 used, harvesters 3.\nSCORE: assets $10700, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.2%.\nPRODUCTION: Building: powr 44%; Building: tent 0%; Vehicle: 1tnk 52%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 100%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #130@(19,6) #150@(21,7) #152@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building econ, tanks queued at weap. Place proc when ready, keep training 1tnk, build tent then barracks infantry.", "raw": "{\"thoughts\":\"Economy building fine, keep producing tanks and infantry, build more power/econ as needed.\",\"notes\":\"Enemy at (95,11). Keep training 1tnk, build tent, then expand army. Attack once ~10 tanks ready.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2082, "completion_tokens": 113, "total_tokens": 2195, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005294, "upstream_inference_prompt_cost": 0.004164, "upstream_inference_completions_cost": 0.00113}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.55, "thoughts": "Economy building fine, keep producing tanks and infantry, build more power/econ as needed.", "notes": "Enemy at (95,11). Keep training 1tnk, build tent, then expand army. Attack once ~10 tanks ready.", "commands": [{"do": "train", "item": "1tnk", "count": 2}], "feedback": ["train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 0, "income": 2000, "experience": 0, "order_count": 19}}
{"tick": 4601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21.1%.\nPRODUCTION: Building: proc 14%; Vehicle: harv 18%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(12,14) #138@(71,22) #139@(72,22) #140@(71,22) #144@(84,14)* #145@(84,15)* #147@(84,15)* #148@(84,15)* #149@(84,15)*\n  e3 (Rocket Soldier) x5: #136@(85,15)* #137@(85,15)* #141@(84,15)* #143@(85,14)* #153@(90,14)*\n  harv (Ore Truck (harvester)) x1: #133@(102,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (5):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 9 units\n  - rally #146: ordered\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: weap+tent+proc#1 up, powr ok (100/80). proc#2 building, harv+2x1tnk queued. harv#133 mining. Scouts: e1#135 heading to enemy (12,16). Next: place proc#2 when ready, add power before 2nd refineries/maintenance, then mass 1tnk. Keep infantry near (85,14) as defense.", "raw": "{\"thoughts\": \"Proc #2 is building to give us a second refinery and free harvester; competing with harv production at $0 cash slows both down. Canceling the harv in vehicle queue frees income for proc and Light Tanks. Scout enemy base and ore patch with infantry.\", \"notes\": \"proc#2 building (will need powr right after placement as power will be 100/110). Canceled vehicle harv to focus funds on proc and Light Tanks.\", \"commands\": [\n  {\"do\": \"cancel\", \"item\": \"harv\"},\n  {\"do\": \"cancel\", \"item\": \"harv\"},\n  {\"do\": \"move\", \"units\": [135], \"x\": 16, \"y\": 20},\n  {\"do\": \"attack_move\", \"units\": [138, 139, 140], \"x\": 50, \"y\": 25},\n  {\"do\": \"stance\", \"units\": [136, 137, 141, 143, 144, 145, 147, 148, 149, 153], \"stance\": \"defend\"}\n]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1966, "completion_tokens": 1506, "total_tokens": 3472, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.014244, "upstream_inference_prompt_cost": 0.002949, "upstream_inference_completions_cost": 0.011295}, "completion_tokens_details": {"reasoning_tokens": 1230, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 13.59, "thoughts": "Proc #2 is building to give us a second refinery and free harvester; competing with harv production at $0 cash slows both down. Canceling the harv in vehicle queue frees income for proc and Light Tanks. Scout enemy base and ore patch with infantry.", "notes": "proc#2 building (will need powr right after placement as power will be 100/110). Canceled vehicle harv to focus funds on proc and Light Tanks.", "commands": [{"do": "cancel", "item": "harv"}, {"do": "cancel", "item": "harv"}, {"do": "move", "units": [135], "x": 16, "y": 20}, {"do": "attack_move", "units": [138, 139, 140], "x": 50, "y": 25}, {"do": "stance", "units": [136, 137, 141, 143, 144, 145, 147, 148, 149, 153], "stance": "defend"}], "feedback": ["move: 1 units", "attack_move: 3 units", "stance: 10 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2000, "experience": 0, "order_count": 44}}
{"tick": 4601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:04 (tick 4601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1 + stored ore $0 (storage 4000), power 198 made / 90 used, harvesters 3.\nSCORE: assets $10700, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.2%.\nPRODUCTION: Building: powr 44%; Building: tent 0%; Vehicle: 1tnk 52%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #130@(17,16) #150@(15,17) #152@(10,20)\nVISIBLE ENEMY UNITS (1):\n  #135 e1@(12,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Keep training 1tnk, build tent, then expand army. Attack once ~10 tanks ready.", "raw": "{\"thoughts\":\"Economy running well, keep building tanks and infrastructure. Continue queue, place tent when ready.\",\"notes\":\"Enemy at (95,11). Keep training 1tnk, build tent, then expand army. Attack once ~10 tanks ready.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2103, "completion_tokens": 116, "total_tokens": 2219, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005366, "upstream_inference_prompt_cost": 0.004206, "upstream_inference_completions_cost": 0.00116}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.81, "thoughts": "Economy running well, keep building tanks and infrastructure. Continue queue, place tent when ready.", "notes": "Enemy at (95,11). Keep training 1tnk, build tent, then expand army. Attack once ~10 tanks ready.", "commands": [{"do": "train", "item": "1tnk", "count": 4}], "feedback": ["train 4x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 0, "income": 2000, "experience": 0, "order_count": 21}}
{"tick": 4801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21.9%.\nPRODUCTION: Building: proc 14%; Vehicle: harv 18%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(18,18) #138@(62,27) #139@(63,27) #140@(63,26) #144@(84,14)* #145@(84,15)* #147@(84,15)* #148@(84,15)* #149@(84,15)*\n  e3 (Rocket Soldier) x5: #136@(85,15)* #137@(85,15)* #141@(84,15)* #143@(85,14)* #153@(90,14)*\n  harv (Ore Truck (harvester)) x1: #133@(98,12)\nVISIBLE ENEMY UNITS (1):\n  #130 harv@(17,16) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(15,16) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 3 units\n  - stance: 10 units\nYOUR NOTES FROM LAST TURN: proc#2 building (will need powr right after placement as power will be 100/110). Canceled vehicle harv to focus funds on proc and Light Tanks.", "raw": "{\"thoughts\": \"Economy is starved at $0, so I can't afford new production. Keep proc #2 building, send my lone harvester back to mining, and use my forward rifleman to harass the enemy harvester while staging idle units near base.\", \"notes\": \"proc#2 in building queue (14%). Need powr right after it finishes (power will be 100/110). Scout #135 at (18,18) harassing enemy harv #130. Main army staged ~(88,14). Save cash for Light Tanks.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133}, {\"do\":\"attack\",\"units\":[135],\"target\":130}, {\"do\":\"rally\",\"building\":146,\"x\":90,\"y\":14}, {\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":14}, {\"do\":\"move\",\"units\":[136,137,141,143,144,145,147,148,149],\"x\":90,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1695, "completion_tokens": 940, "total_tokens": 2635, "cost": 0.001410708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001410708, "upstream_inference_prompt_cost": 0.000282708, "upstream_inference_completions_cost": 0.001128}, "completion_tokens_details": {"reasoning_tokens": 725, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.85, "thoughts": "Economy is starved at $0, so I can't afford new production. Keep proc #2 building, send my lone harvester back to mining, and use my forward rifleman to harass the enemy harvester while staging idle units near base.", "notes": "proc#2 in building queue (14%). Need powr right after it finishes (power will be 100/110). Scout #135 at (18,18) harassing enemy harv #130. Main army staged ~(88,14). Save cash for Light Tanks.", "commands": [{"do": "harvest", "unit": 133}, {"do": "attack", "units": [135], "target": 130}, {"do": "rally", "building": 146, "x": 90, "y": 14}, {"do": "rally", "building": 134, "x": 92, "y": 14}, {"do": "move", "units": [136, 137, 141, 143, 144, 145, 147, 148, 149], "x": 90, "y": 14}], "feedback": ["attack: 1 units", "rally #146: ordered", "rally #134: ordered", "move: 9 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2000, "experience": 0, "order_count": 46}}
{"tick": 4801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:12 (tick 4801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1 + stored ore $1029 (storage 4000), power 198 made / 90 used, harvesters 3.\nSCORE: assets $10700, army $3300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: powr READY TO PLACE; Building: tent 0%; Vehicle: 1tnk 95%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #130@(17,16) #150@(19,10) #152@(3,25)\nVISIBLE ENEMY UNITS (1):\n  #135 e1@(18,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Keep training 1tnk, build tent, then expand army. Attack once ~10 tanks ready.", "raw": "{\"thoughts\":\"Place the ready power plant, keep building tent and tanks. Continue economy growth.\",\"notes\":\"Enemy at (95,11). Keep training 1tnk, build tent, place powr, expand army. Attack once ~10 tanks ready.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2169, "completion_tokens": 128, "total_tokens": 2297, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005618, "upstream_inference_prompt_cost": 0.004338, "upstream_inference_completions_cost": 0.00128}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.04, "thoughts": "Place the ready power plant, keep building tent and tanks. Continue economy growth.", "notes": "Enemy at (95,11). Keep training 1tnk, build tent, place powr, expand army. Attack once ~10 tanks ready.", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "1tnk", "count": 4}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 4x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 0, "income": 3500, "experience": 0, "order_count": 25}}
{"tick": 5001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 22%.\nPRODUCTION: Building: proc 26%; Vehicle: harv 33%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(17,13)42% #138@(53,27) #139@(53,27) #140@(53,27) #144@(90,14)* #145@(89,14)* #147@(89,14)* #148@(89,14)* #149@(89,14)*\n  e3 (Rocket Soldier) x5: #136@(90,14)* #137@(90,14)* #141@(89,14)* #143@(90,14)* #153@(90,14)*\n  harv (Ore Truck (harvester)) x1: #133@(103,20)\nVISIBLE ENEMY UNITS (1):\n  #157 1tnk@(15,14) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #129 proc@(15,16) 100%, #142 weap@(14,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - rally #146: ordered\n  - rally #134: ordered\n  - move: 9 units\nYOUR NOTES FROM LAST TURN: proc#2 in building queue (14%). Need powr right after it finishes (power will be 100/110). Scout #135 at (18,18) harassing enemy harv #130. Main army staged ~(88,14). Save cash for Light Tanks.", "raw": "{\"thoughts\": \"I'm at $0 cash with production stalled, but my harvester is mining and my building queue is finishing a second refinery. I have a sizable infantry army (5 rockets + 9 rifles) staged at ~(89,14); the enemy base is undefended (only a proc and weap visible), so I'll commit a full attack_move now to overwhelm it before they tech up. Also retreat my 42% scout.\", \"notes\": \"Main infantry ball (~13 units) attack-moving to enemy base ~(20,15). Scout #135 retreating. proc#2 in build queue; build powr after it. Cash will come as harv #133 mines. Need powr soon (power 100/110 once proc done).\", \"commands\": [{\"do\": \"attack_move\", \"units\": [138, 139, 140, 144, 145, 147, 148, 149, 136, 137, 141, 143, 153], \"x\": 20, \"y\": 15}, {\"do\": \"move\", \"units\": [135], \"x\": 55, \"y\": 25}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1738, "completion_tokens": 1626, "total_tokens": 3364, "cost": 0.002246808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002246808, "upstream_inference_prompt_cost": 0.000295608, "upstream_inference_completions_cost": 0.0019512}, "completion_tokens_details": {"reasoning_tokens": 1375, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.86, "thoughts": "I'm at $0 cash with production stalled, but my harvester is mining and my building queue is finishing a second refinery. I have a sizable infantry army (5 rockets + 9 rifles) staged at ~(89,14); the enemy base is undefended (only a proc and weap visible), so I'll commit a full attack_move now to overwhelm it before they tech up. Also retreat my 42% scout.", "notes": "Main infantry ball (~13 units) attack-moving to enemy base ~(20,15). Scout #135 retreating. proc#2 in build queue; build powr after it. Cash will come as harv #133 mines. Need powr soon (power 100/110 once proc done).", "commands": [{"do": "attack_move", "units": [138, 139, 140, 144, 145, 147, 148, 149, 136, 137, 141, 143, 153], "x": 20, "y": 15}, {"do": "move", "units": [135], "x": 55, "y": 25}], "feedback": ["attack_move: 13 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2500, "experience": 0, "order_count": 46}}
{"tick": 5001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:20 (tick 5001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1 + stored ore $377 (storage 4000), power 298 made / 90 used, harvesters 3.\nSCORE: assets $11700, army $4000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.6%.\nPRODUCTION: Building: tent 64%; Vehicle: 1tnk 43%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #157@(15,14)\n  harv (Ore Truck (harvester)) x3: #130@(20,6) #150@(20,7) #152@(3,26)\nVISIBLE ENEMY UNITS (1):\n  #135 e1@(17,13) 42%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 4x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Keep training 1tnk, build tent, place powr, expand army. Attack once ~10 tanks ready.", "raw": "{\"thoughts\":\"Enemy infantry near base, my tank can handle it. Keep economy going, tents finishing, tanks queued. Continue expanding army toward attack force.\",\"notes\":\"Enemy at (95,11). Keep training 1tnk until ~10 ready, then attack_move to enemy base. Watch for enemy e1 near (17,13). Build more power/proc as needed.\",\"commands\":[{\"do\":\"attack\",\"units\":[157],\"target\":135},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2269, "completion_tokens": 205, "total_tokens": 2474, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006588, "upstream_inference_prompt_cost": 0.004538, "upstream_inference_completions_cost": 0.00205}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.59, "thoughts": "Enemy infantry near base, my tank can handle it. Keep economy going, tents finishing, tanks queued. Continue expanding army toward attack force.", "notes": "Enemy at (95,11). Keep training 1tnk until ~10 ready, then attack_move to enemy base. Watch for enemy e1 near (17,13). Build more power/proc as needed.", "commands": [{"do": "attack", "units": [157], "target": 135}, {"do": "train", "item": "1tnk", "count": 4}], "feedback": ["attack: 1 units", "train 4x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11700, "army_value": 700, "income": 3500, "experience": 0, "order_count": 30}}
{"tick": 5201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: proc 26%; Vehicle: harv 33%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #138@(43,27) #139@(44,27) #140@(43,27) #144@(81,15) #145@(79,14) #147@(80,14) #148@(79,14) #149@(80,14)\n  e3 (Rocket Soldier) x5: #136@(80,15) #137@(81,14) #141@(79,14) #143@(80,15) #153@(81,15)\n  harv (Ore Truck (harvester)) x1: #133@(104,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Main infantry ball (~13 units) attack-moving to enemy base ~(20,15). Scout #135 retreating. proc#2 in build queue; build powr after it. Cash will come as harv #133 mines. Need powr soon (power 100/110 once proc done).", "raw": "{\"thoughts\": \"Cash is at $0 so all production is stalled; only real income is harvester #133, so I'll make sure it's mining. My 13-unit infantry ball is massing around (80,14) \u2014 push it at the enemy base while I keep proc#2 going and line up more power. Queues are over-queued with infantry; nothing useful to cancel, so I'll just keep the essential builds moving.\", \"notes\": \"Main ball ~10 infantry @(80,14) + 3 e1 stragglers @(43,27) attacking enemy base ~(14,16). proc#2 building 26%, harv building 33% (need it). After proc, queue powr (will be power-negative). No enemy seen yet. Skip defenses (base is far from enemy).\", \"commands\": [{\"do\": \"harvest\", \"unit\": 133}, {\"do\": \"attack_move\", \"units\": [136, 137, 141, 143, 153, 144, 145, 147, 148, 149, 138, 139, 140], \"x\": 16, \"y\": 16}, {\"do\": \"rally\", \"building\": 134, \"x\": 88, \"y\": 12}, {\"do\": \"rally\", \"building\": 146, \"x\": 88, \"y\": 12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1681, "completion_tokens": 2589, "total_tokens": 4270, "cost": 0.003385308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003385308, "upstream_inference_prompt_cost": 0.000278508, "upstream_inference_completions_cost": 0.0031068}, "completion_tokens_details": {"reasoning_tokens": 2284, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.14, "thoughts": "Cash is at $0 so all production is stalled; only real income is harvester #133, so I'll make sure it's mining. My 13-unit infantry ball is massing around (80,14) \u2014 push it at the enemy base while I keep proc#2 going and line up more power. Queues are over-queued with infantry; nothing useful to cancel, so I'll just keep the essential builds moving.", "notes": "Main ball ~10 infantry @(80,14) + 3 e1 stragglers @(43,27) attacking enemy base ~(14,16). proc#2 building 26%, harv building 33% (need it). After proc, queue powr (will be power-negative). No enemy seen yet. Skip defenses (base is far from enemy).", "commands": [{"do": "harvest", "unit": 133}, {"do": "attack_move", "units": [136, 137, 141, 143, 153, 144, 145, 147, 148, 149, 138, 139, 140], "x": 16, "y": 16}, {"do": "rally", "building": 134, "x": 88, "y": 12}, {"do": "rally", "building": 146, "x": 88, "y": 12}], "feedback": ["attack_move: 13 units", "rally #134: ordered", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2500, "experience": 0, "order_count": 46}}
{"tick": 5201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:28 (tick 5201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 298 made / 90 used, harvesters 3.\nSCORE: assets $11700, army $4000, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.6%.\nPRODUCTION: Building: tent READY TO PLACE; Vehicle: 1tnk 71%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #157@(16,14)*\n  harv (Ore Truck (harvester)) x3: #130@(18,9) #150@(18,11) #152@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - train 4x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Keep training 1tnk until ~10 ready, then attack_move to enemy base. Watch for enemy e1 near (17,13). Build more power/proc as needed.", "raw": "{\"thoughts\":\"Place tent, keep building tanks, economy solid with 2 procs. Continue training 1tnk queue and place barracks.\",\"notes\":\"Enemy at (95,11). Keep training 1tnk until ~10 ready, then attack_move to enemy base. Place tent barracks now.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2323, "completion_tokens": 142, "total_tokens": 2465, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006066, "upstream_inference_prompt_cost": 0.004646, "upstream_inference_completions_cost": 0.00142}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Place tent, keep building tanks, economy solid with 2 procs. Continue training 1tnk queue and place barracks.", "notes": "Enemy at (95,11). Keep training 1tnk until ~10 ready, then attack_move to enemy base. Place tent barracks now.", "commands": [{"do": "place", "item": "tent"}, {"do": "train", "item": "1tnk", "count": 5}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train 5x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11700, "army_value": 700, "income": 3000, "experience": 1, "order_count": 34}}
{"tick": 5401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 23.2%.\nPRODUCTION: Building: proc 26%; Vehicle: harv 33%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 55%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #138@(34,24) #139@(34,24) #140@(34,24) #144@(73,20) #145@(72,21) #147@(72,21) #148@(72,21) #149@(72,21)\n  e3 (Rocket Soldier) x5: #136@(72,20) #137@(73,19) #141@(72,21) #143@(72,19) #153@(73,19)\n  harv (Ore Truck (harvester)) x1: #133@(99,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - rally #134: ordered\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: Main ball ~10 infantry @(80,14) + 3 e1 stragglers @(43,27) attacking enemy base ~(14,16). proc#2 building 26%, harv building 33% (need it). After proc, queue powr (will be power-negative). No enemy seen yet. Skip defenses (base is far from enemy).", "raw": "{\"thoughts\": \"Our strike team is advancing towards the enemy base at (12, 16). Cash is low waiting on harvester #133 to unload, with proc and harv #2 progressing in queues.\", \"notes\": \"Infantry advancing through center toward (14, 16). Harv #133 about to dump ore, which will speed up proc #2 and harv #2. Build powr right after proc finishes.\", \"commands\": [{\"do\": \"attack_move\", \"units\": \"all_army\", \"x\": 14, \"y\": 16}, {\"do\": \"rally\", \"building\": 134, \"x\": 45, \"y\": 20}, {\"do\": \"rally\", \"building\": 146, \"x\": 45, \"y\": 20}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1836, "completion_tokens": 828, "total_tokens": 2664, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008964, "upstream_inference_prompt_cost": 0.002754, "upstream_inference_completions_cost": 0.00621}, "completion_tokens_details": {"reasoning_tokens": 644, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.88, "thoughts": "Our strike team is advancing towards the enemy base at (12, 16). Cash is low waiting on harvester #133 to unload, with proc and harv #2 progressing in queues.", "notes": "Infantry advancing through center toward (14, 16). Harv #133 about to dump ore, which will speed up proc #2 and harv #2. Build powr right after proc finishes.", "commands": [{"do": "attack_move", "units": "all_army", "x": 14, "y": 16}, {"do": "rally", "building": 134, "x": 45, "y": 20}, {"do": "rally", "building": 146, "x": 45, "y": 20}], "feedback": ["attack_move: 13 units", "rally #134: ordered", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2050, "experience": 0, "order_count": 46}}
{"tick": 5401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:36 (tick 5401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $695 (storage 4000), power 298 made / 110 used, harvesters 3.\nSCORE: assets $12900, army $4700, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Vehicle: 1tnk 15%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #157@(16,14)* #159@(14,14)*\n  harv (Ore Truck (harvester)) x3: #130@(16,17) #150@(16,18) #152@(3,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train 5x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Keep training 1tnk until ~10 ready, then attack_move to enemy base. Place tent barracks now.", "raw": "{\"thoughts\":\"Too many 1tnk queued at once (23!). I should cancel excess and let production flow; also build a service depot for future medium tanks and keep economy growing. Keep training infantry too. For now, group idle tanks and hold.\",\"notes\":\"Enemy at (95,11). Building up 1tnk army, will attack_move once ~10 tanks ready. Have 2 procs, 3 harvesters. Need more power/army balance. Cancel excess queued 1tnk duplicates to avoid overqueue.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2476, "completion_tokens": 212, "total_tokens": 2688, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007072, "upstream_inference_prompt_cost": 0.004952, "upstream_inference_completions_cost": 0.00212}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.29, "thoughts": "Too many 1tnk queued at once (23!). I should cancel excess and let production flow; also build a service depot for future medium tanks and keep economy growing. Keep training infantry too. For now, group idle tanks and hold.", "notes": "Enemy at (95,11). Building up 1tnk army, will attack_move once ~10 tanks ready. Have 2 procs, 3 harvesters. Need more power/army balance. Cancel excess queued 1tnk duplicates to avoid overqueue.", "commands": [{"do": "train", "item": "e1", "count": 3}, {"do": "build", "item": "fix"}], "feedback": ["train 3x e1: queued", "build fix: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12900, "army_value": 1400, "income": 4000, "experience": 1, "order_count": 40}}
{"tick": 5601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3700, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Building: proc 38%; Vehicle: harv 48%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 10%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #138@(26,18) #139@(27,18) #140@(26,17) #144@(65,25) #145@(63,26) #147@(64,26) #148@(63,26) #149@(64,25)\n  e3 (Rocket Soldier) x6: #136@(64,25) #137@(65,24) #141@(63,25) #143@(64,24) #153@(64,25) #162@(93,9)\n  harv (Ore Truck (harvester)) x1: #133@(100,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - rally #134: ordered\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: Infantry advancing through center toward (14, 16). Harv #133 about to dump ore, which will speed up proc #2 and harv #2. Build powr right after proc finishes.", "raw": "{\"thoughts\": \"Cash is at $0 waiting on the refinery dump, so production will stall but I should keep queues busy. My 13-unit infantry group is already advancing west toward the enemy start (12,16); keep pressing while the harvester funds the second refinery and more rocket troops.\", \"notes\": \"Main infantry group pushing west toward enemy base (12,16). proc#2 at ~40% will bring harv#2. Queue powr next. Rally new units to staging point (88,18).\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}, {\"do\":\"train\",\"item\":\"e3\",\"count\":2}, {\"do\":\"train\",\"item\":\"e1\",\"count\":2}, {\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":20,\"y\":16}, {\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":18}, {\"do\":\"rally\",\"building\":146,\"x\":88,\"y\":18}, {\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1670, "completion_tokens": 1224, "total_tokens": 2894, "cost": 0.001744008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001744008, "upstream_inference_prompt_cost": 0.000275208, "upstream_inference_completions_cost": 0.0014688}, "completion_tokens_details": {"reasoning_tokens": 1005, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.75, "thoughts": "Cash is at $0 waiting on the refinery dump, so production will stall but I should keep queues busy. My 13-unit infantry group is already advancing west toward the enemy start (12,16); keep pressing while the harvester funds the second refinery and more rocket troops.", "notes": "Main infantry group pushing west toward enemy base (12,16). proc#2 at ~40% will bring harv#2. Queue powr next. Rally new units to staging point (88,18).", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": "all_army", "x": 20, "y": 16}, {"do": "rally", "building": 134, "x": 88, "y": 18}, {"do": "rally", "building": 146, "x": 88, "y": 18}, {"do": "harvest", "unit": 133}], "feedback": ["build powr: started", "train 2x e3: queued", "train 2x e1: queued", "attack_move: 14 units", "rally #134: ordered", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 2600, "income": 2500, "experience": 0, "order_count": 46}}
{"tick": 5601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:44 (tick 5601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $239 (storage 4000), power 298 made / 110 used, harvesters 3.\nSCORE: assets $13200, army $5000, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.1%.\nPRODUCTION: Building: fix 26%; Vehicle: 1tnk 62%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 100%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #157@(16,14)* #159@(14,14)*\n  e1 (Rifle Infantry) x3: #160@(7,17) #161@(8,17)* #163@(7,17)*\n  harv (Ore Truck (harvester)) x3: #130@(17,10) #150@(19,5) #152@(8,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e1: queued\n  - build fix: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building up 1tnk army, will attack_move once ~10 tanks ready. Have 2 procs, 3 harvesters. Need more power/army balance. Cancel excess queued 1tnk duplicates to avoid overqueue.", "raw": "{\"thoughts\":\"Economy solid with 2 procs, power surplus. Keep building tanks, cancel excess duplicate queue entries beyond a few, add power plant for future expansion.\",\"notes\":\"Enemy at (95,11). Building up 1tnk army, will attack_move with 8-10 tanks. 2 procs, 3 harvesters, power fine. Keep training e1 and 1tnk; watch for fix completion to unlock heavier units.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2548, "completion_tokens": 426, "total_tokens": 2974, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009356, "upstream_inference_prompt_cost": 0.005096, "upstream_inference_completions_cost": 0.00426}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.53, "thoughts": "Economy solid with 2 procs, power surplus. Keep building tanks, cancel excess duplicate queue entries beyond a few, add power plant for future expansion.", "notes": "Enemy at (95,11). Building up 1tnk army, will attack_move with 8-10 tanks. 2 procs, 3 harvesters, power fine. Keep training e1 and 1tnk; watch for fix completion to unlock heavier units.", "commands": [{"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "train", "item": "e1", "count": 2}, {"do": "build", "item": "powr"}], "feedback": ["train 2x e1: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13200, "army_value": 1700, "income": 4500, "experience": 1, "order_count": 44}}
{"tick": 5801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9900, army $3700, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: proc 38%; Building: powr 0%; Vehicle: harv 48%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 10%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #138@(20,16)64% #139@(20,16)97% #140@(20,16)94% #144@(55,28) #145@(53,28) #147@(54,28) #148@(54,28) #149@(54,28)\n  e3 (Rocket Soldier) x6: #136@(57,28) #137@(58,28) #141@(53,28) #143@(57,28) #153@(57,28) #162@(84,13)\n  harv (Ore Truck (harvester)) x1: #133@(102,24)\nVISIBLE ENEMY UNITS (1):\n  #157 1tnk@(17,15) 96%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 2x e3: queued\n  - train 2x e1: queued\n  - attack_move: 14 units\n  - rally #134: ordered\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: Main infantry group pushing west toward enemy base (12,16). proc#2 at ~40% will bring harv#2. Queue powr next. Rally new units to staging point (88,18).", "raw": "{\"thoughts\": \"Low economy ($0, 1 harvester) so I must lean on my infantry push. Main force is grouped west around (53-58,28) and a trio of scouts is near the enemy base at (20,16). Push everything toward the enemy start (12,16) to find and hit the base while proc#2 and harv#2 come online.\", \"notes\": \"Enemy 1tnk seen at (17,15). Main infantry group (53-58,28) pushing west to enemy base (12,16); scout trio (20,16) also advancing. proc#2 ~38% + harv#2 ~48% will fix economy. Rally new units to (88,18). #162 e3 stays guarding base.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[136,137,141,143,153,144,145,147,148,149],\"x\":14,\"y\":16},{\"do\":\"attack_move\",\"units\":[138,139,140],\"x\":14,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":18},{\"do\":\"rally\",\"building\":146,\"x\":88,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1758, "completion_tokens": 886, "total_tokens": 2644, "cost": 0.001364808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001364808, "upstream_inference_prompt_cost": 0.000301608, "upstream_inference_completions_cost": 0.0010632}, "completion_tokens_details": {"reasoning_tokens": 626, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.0, "thoughts": "Low economy ($0, 1 harvester) so I must lean on my infantry push. Main force is grouped west around (53-58,28) and a trio of scouts is near the enemy base at (20,16). Push everything toward the enemy start (12,16) to find and hit the base while proc#2 and harv#2 come online.", "notes": "Enemy 1tnk seen at (17,15). Main infantry group (53-58,28) pushing west to enemy base (12,16); scout trio (20,16) also advancing. proc#2 ~38% + harv#2 ~48% will fix economy. Rally new units to (88,18). #162 e3 stays guarding base.", "commands": [{"do": "attack_move", "units": [136, 137, 141, 143, 153, 144, 145, 147, 148, 149], "x": 14, "y": 16}, {"do": "attack_move", "units": [138, 139, 140], "x": 14, "y": 16}, {"do": "rally", "building": 134, "x": 88, "y": 18}, {"do": "rally", "building": 146, "x": 88, "y": 18}], "feedback": ["attack_move: 10 units", "attack_move: 3 units", "rally #134: ordered", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 2600, "income": 2500, "experience": 0, "order_count": 51}}
{"tick": 5801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:52 (tick 5801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $21 (storage 4000), power 298 made / 110 used, harvesters 3.\nSCORE: assets $13400, army $5200, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.2%.\nPRODUCTION: Building: fix 48%; Building: powr 0%; Vehicle: 1tnk 99%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #157@(17,15)96% #159@(14,14)*\n  e1 (Rifle Infantry) x5: #160@(6,18)* #161@(7,18)* #163@(6,18)* #164@(7,17)* #165@(8,17)*\n  harv (Ore Truck (harvester)) x3: #130@(22,8) #150@(17,9) #152@(6,24)\nVISIBLE ENEMY UNITS (3):\n  #138 e1@(20,16) 64%, #139 e1@(20,16) 97%, #140 e1@(20,16) 94%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building up 1tnk army, will attack_move with 8-10 tanks. 2 procs, 3 harvesters, power fine. Keep training e1 and 1tnk; watch for fix completion to unlock heavier units.", "raw": "{\"thoughts\":\"Enemy infantry near my base at (20,16) - attack with tanks and infantry to clear them. Continue building army, keep production going.\",\"notes\":\"Enemy at (95,11). Clearing nearby enemy infantry at (20,16). Building up 1tnk army, will attack_move with 8-10 tanks toward enemy base. 2 procs, 3 harvesters, power fine. Keep training e1 and 1tnk; watch for fix completion to unlock heavier units.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[157,159],\"x\":20,\"y\":16},{\"do\":\"attack_move\",\"units\":[160,161,163,164,165],\"x\":20,\"y\":16},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2451, "completion_tokens": 269, "total_tokens": 2720, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007592, "upstream_inference_prompt_cost": 0.004902, "upstream_inference_completions_cost": 0.00269}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.31, "thoughts": "Enemy infantry near my base at (20,16) - attack with tanks and infantry to clear them. Continue building army, keep production going.", "notes": "Enemy at (95,11). Clearing nearby enemy infantry at (20,16). Building up 1tnk army, will attack_move with 8-10 tanks toward enemy base. 2 procs, 3 harvesters, power fine. Keep training e1 and 1tnk; watch for fix completion to unlock heavier units.", "commands": [{"do": "attack_move", "units": [157, 159], "x": 20, "y": 16}, {"do": "attack_move", "units": [160, 161, 163, 164, 165], "x": 20, "y": 16}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 2 units", "attack_move: 5 units", "train 3x 1tnk: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13400, "army_value": 1900, "income": 4500, "experience": 1, "order_count": 58}}
{"tick": 6001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $0 (0 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 24.3%.\nPRODUCTION: Building: proc 38%; Building: powr 0%; Vehicle: harv 48%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 10%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #139@(20,16)54% #144@(46,24) #145@(44,27) #147@(45,27) #148@(44,27) #149@(45,27)\n  e3 (Rocket Soldier) x6: #136@(46,28) #137@(47,28) #141@(44,27) #143@(47,28) #153@(47,28) #162@(75,18)\n  harv (Ore Truck (harvester)) x1: #133@(99,18)\nVISIBLE ENEMY UNITS (4):\n  #130 harv@(18,13) 99%, #150 harv@(17,17) 99%, #157 1tnk@(17,15) 85%, #159 1tnk@(17,16) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack_move: 3 units\n  - rally #134: ordered\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: Enemy 1tnk seen at (17,15). Main infantry group (53-58,28) pushing west to enemy base (12,16); scout trio (20,16) also advancing. proc#2 ~38% + harv#2 ~48% will fix economy. Rally new units to (88,18). #162 e3 stays guarding base.", "raw": "{\"thoughts\": \"Army is pushing west toward enemy base at (12,16); enemy harvesters and light tanks are exposed near (17,16). Cash is $0 so production is stalled\u2014focus on finishing procs and keeping troops attacking. Send the main group to wipe the enemy units and press the base.\", \"notes\": \"Main infantry (~44-47,27) advancing west; scout #139 near (20,16). Attack enemy at (16,16). proc#2 ~38% + harv#2 ~48% for economy. Base guard #162 e3 at (75,18).\", \"commands\": [{\"do\":\"attack_move\",\"units\":[136,137,141,143,144,145,147,148,149,153],\"x\":16,\"y\":17},{\"do\":\"attack_move\",\"units\":[139],\"x\":16,\"y\":14},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"rally\",\"building\":146,\"x\":88,\"y\":18},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1790, "completion_tokens": 618, "total_tokens": 2408, "cost": 0.001052808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001052808, "upstream_inference_prompt_cost": 0.000311208, "upstream_inference_completions_cost": 0.0007416}, "completion_tokens_details": {"reasoning_tokens": 388, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.38, "thoughts": "Army is pushing west toward enemy base at (12,16); enemy harvesters and light tanks are exposed near (17,16). Cash is $0 so production is stalled\u2014focus on finishing procs and keeping troops attacking. Send the main group to wipe the enemy units and press the base.", "notes": "Main infantry (~44-47,27) advancing west; scout #139 near (20,16). Attack enemy at (16,16). proc#2 ~38% + harv#2 ~48% for economy. Base guard #162 e3 at (75,18).", "commands": [{"do": "attack_move", "units": [136, 137, 141, 143, 144, 145, 147, 148, 149, 153], "x": 16, "y": 17}, {"do": "attack_move", "units": [139], "x": 16, "y": 14}, {"do": "harvest", "unit": 133}, {"do": "rally", "building": 146, "x": 88, "y": 18}, {"do": "rally", "building": 134, "x": 88, "y": 18}], "feedback": ["attack_move: 10 units", "attack_move: 1 units", "rally #146: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 300, "units_killed": 0, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 2400, "income": 2000, "experience": 0, "order_count": 51}}
{"tick": 6001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:00 (tick 6001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 298 made / 110 used, harvesters 3.\nSCORE: assets $14100, army $5900, killed $300 (3 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.5%.\nPRODUCTION: Building: fix 49%; Building: powr 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 6%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #157@(17,15)85% #159@(17,16) #166@(14,14)*\n  e1 (Rifle Infantry) x5: #160@(15,17) #161@(16,17) #163@(15,18) #164@(16,17) #165@(16,17)\n  harv (Ore Truck (harvester)) x3: #130@(18,13) #150@(17,17) #152@(7,27)\nVISIBLE ENEMY UNITS (1):\n  #139 e1@(20,16) 54%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - attack_move: 5 units\n  - train 3x 1tnk: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Clearing nearby enemy infantry at (20,16). Building up 1tnk army, will attack_move with 8-10 tanks toward enemy base. 2 procs, 3 harvesters, power fine. Keep training e1 and 1tnk; watch for fix completion to unlock heavier units.", "raw": "{\"thoughts\":\"Continue economy and army buildup. Clear nearby enemy infantry, keep producing tanks and infantry, wait for more tanks before pushing toward enemy base at (95,11).\",\"notes\":\"Enemy at (95,11). Building up 1tnk army with e1 support. 2 procs, 3 harvesters. Keep training 1tnk and e1 continuously; once 8+ tanks ready, attack_move toward (95,11). fix building in progress for heavier units later.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[157,159,166],\"x\":20,\"y\":16},{\"do\":\"attack_move\",\"units\":[160,161,163,164,165],\"x\":20,\"y\":16},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2532, "completion_tokens": 270, "total_tokens": 2802, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007764, "upstream_inference_prompt_cost": 0.005064, "upstream_inference_completions_cost": 0.0027}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.43, "thoughts": "Continue economy and army buildup. Clear nearby enemy infantry, keep producing tanks and infantry, wait for more tanks before pushing toward enemy base at (95,11).", "notes": "Enemy at (95,11). Building up 1tnk army with e1 support. 2 procs, 3 harvesters. Keep training 1tnk and e1 continuously; once 8+ tanks ready, attack_move toward (95,11). fix building in progress for heavier units later.", "commands": [{"do": "attack_move", "units": [157, 159, 166], "x": 20, "y": 16}, {"do": "attack_move", "units": [160, 161, 163, 164, 165], "x": 20, "y": 16}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 3 units", "attack_move: 5 units", "train 3x 1tnk: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 0, "units_killed": 3, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14100, "army_value": 2600, "income": 4500, "experience": 3, "order_count": 63}}
{"tick": 6201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $185 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $0 (0 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 24.5%.\nPRODUCTION: Building: proc 45%; Building: powr 0%; Vehicle: harv 58%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 45%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #144@(35,24) #145@(36,20) #147@(36,20) #148@(34,27) #149@(36,20)\n  e3 (Rocket Soldier) x6: #136@(38,22) #137@(39,21) #141@(34,27) #143@(38,21) #153@(38,21) #162@(67,24)\n  harv (Ore Truck (harvester)) x1: #133@(98,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack_move: 1 units\n  - rally #146: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Main infantry (~44-47,27) advancing west; scout #139 near (20,16). Attack enemy at (16,16). proc#2 ~38% + harv#2 ~48% for economy. Base guard #162 e3 at (75,18).", "raw": "{\"thoughts\": \"Strike force is crossing the mid-map around (35, 22) heading towards enemy base at (12, 16). Production of proc and harv continues to ramp our economy. Pushing the army forward to engage.\", \"notes\": \"Main army (10 inf) pushing into enemy base at (16,16). Harv and proc building. Watch for enemy response.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [136, 137, 141, 143, 144, 145, 147, 148, 149, 153], \"x\": 16, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [162], \"x\": 25, \"y\": 18}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1841, "completion_tokens": 552, "total_tokens": 2393, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0069015, "upstream_inference_prompt_cost": 0.0027615, "upstream_inference_completions_cost": 0.00414}, "completion_tokens_details": {"reasoning_tokens": 357, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.63, "thoughts": "Strike force is crossing the mid-map around (35, 22) heading towards enemy base at (12, 16). Production of proc and harv continues to ramp our economy. Pushing the army forward to engage.", "notes": "Main army (10 inf) pushing into enemy base at (16,16). Harv and proc building. Watch for enemy response.", "commands": [{"do": "attack_move", "units": [136, 137, 141, 143, 144, 145, 147, 148, 149, 153], "x": 16, "y": 16}, {"do": "attack_move", "units": [162], "x": 25, "y": 18}], "feedback": ["attack_move: 10 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 400, "units_killed": 0, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2500, "experience": 0, "order_count": 51}}
{"tick": 6201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:08 (tick 6201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $415 (storage 4000), power 298 made / 110 used, harvesters 3.\nSCORE: assets $14200, army $6000, killed $400 (4 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8%.\nPRODUCTION: Building: fix 65%; Building: powr 0%; Vehicle: 1tnk 28%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 100%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #157@(20,16)85%* #159@(18,17)* #166@(19,16)*\n  e1 (Rifle Infantry) x6: #160@(19,17)* #161@(19,17)* #163@(19,17)* #164@(19,17)* #165@(19,17)* #167@(7,17)*\n  harv (Ore Truck (harvester)) x3: #130@(15,17) #150@(17,14) #152@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - attack_move: 5 units\n  - train 3x 1tnk: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building up 1tnk army with e1 support. 2 procs, 3 harvesters. Keep training 1tnk and e1 continuously; once 8+ tanks ready, attack_move toward (95,11). fix building in progress for heavier units later.", "raw": "{\"thoughts\":\"Continue building economy and army. Group idle tanks and infantry, keep production going, move toward staging point.\",\"notes\":\"Enemy at (95,11). Building up 1tnk army with e1 support. Keep training 1tnk and e1 continuously; once 8+ tanks ready, attack_move toward (95,11). fix building in progress.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":50,\"y\":13}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2572, "completion_tokens": 189, "total_tokens": 2761, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007034, "upstream_inference_prompt_cost": 0.005144, "upstream_inference_completions_cost": 0.00189}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.27, "thoughts": "Continue building economy and army. Group idle tanks and infantry, keep production going, move toward staging point.", "notes": "Enemy at (95,11). Building up 1tnk army with e1 support. Keep training 1tnk and e1 continuously; once 8+ tanks ready, attack_move toward (95,11). fix building in progress.", "commands": [{"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": "idle_army", "x": 50, "y": 13}], "feedback": ["train 3x 1tnk: queued", "train 2x e1: queued", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 0, "units_killed": 4, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14200, "army_value": 2700, "income": 5500, "experience": 4, "order_count": 68}}
{"tick": 6401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $9600, army $3400, killed $0 (0 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 24.9%.\nPRODUCTION: Building: proc 50%; Building: powr 0%; Vehicle: harv 63%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 65%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #144@(28,17) #145@(25,20) #147@(25,20) #148@(27,21) #149@(25,20)\n  e3 (Rocket Soldier) x6: #136@(30,15) #137@(30,15) #141@(26,20) #143@(30,15) #153@(30,15) #162@(59,28)\n  harv (Ore Truck (harvester)) x1: #133@(104,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Main army (10 inf) pushing into enemy base at (16,16). Harv and proc building. Watch for enemy response.", "raw": "{\"thoughts\": \"Army is pushing toward the enemy base at (16,16) but I'm broke ($0). Keep the assault going with all combat units, keep the refinery and harvester production rolling, and send my lone harvester to mine.\",\"notes\": \"Main army (~12 inf) attacking enemy start (16,16). Broke - need refinery done + second harvester. Enemy still unseen, watch flanks.\",\"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":16,\"y\":16},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1660, "completion_tokens": 473, "total_tokens": 2133, "cost": 0.000839808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000839808, "upstream_inference_prompt_cost": 0.000272208, "upstream_inference_completions_cost": 0.0005676}, "completion_tokens_details": {"reasoning_tokens": 324, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.6, "thoughts": "Army is pushing toward the enemy base at (16,16) but I'm broke ($0). Keep the assault going with all combat units, keep the refinery and harvester production rolling, and send my lone harvester to mine.", "notes": "Main army (~12 inf) attacking enemy start (16,16). Broke - need refinery done + second harvester. Enemy still unseen, watch flanks.", "commands": [{"do": "attack_move", "units": "all_army", "x": 16, "y": 16}, {"do": "harvest", "unit": 133}, {"do": "place", "item": "proc"}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 11 units", "place proc: nothing READY TO PLACE with that type", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 400, "units_killed": 0, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 2300, "income": 2500, "experience": 0, "order_count": 51}}
{"tick": 6401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:16 (tick 6401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 298 made / 110 used, harvesters 3.\nSCORE: assets $14600, army $6400, killed $400 (4 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.1%.\nPRODUCTION: Building: fix 91%; Building: powr 0%; Vehicle: 1tnk 71%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 1%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #157@(20,16)85%* #159@(18,17)* #166@(19,16)*\n  e1 (Rifle Infantry) x10: #160@(19,17)* #161@(19,17)* #163@(19,17)* #164@(19,17)* #165@(19,17)* #167@(6,18)* #168@(8,17)* #169@(8,18)* #170@(8,18) #171@(7,17)*\n  harv (Ore Truck (harvester)) x3: #130@(23,9) #150@(17,4) #152@(6,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x 1tnk: queued\n  - train 2x e1: queued\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building up 1tnk army with e1 support. Keep training 1tnk and e1 continuously; once 8+ tanks ready, attack_move toward (95,11). fix building in progress.", "raw": "{\"thoughts\":\"Continue building economy and army. Keep training tanks and infantry, group idle units and start moving toward enemy once enough are ready.\",\"notes\":\"Enemy at (95,11). Building up 1tnk army with e1 support. Keep training 1tnk and e1 continuously; once 8+ tanks ready, attack_move toward (95,11). fix building in progress.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2600, "completion_tokens": 197, "total_tokens": 2797, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00717, "upstream_inference_prompt_cost": 0.0052, "upstream_inference_completions_cost": 0.00197}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "Continue building economy and army. Keep training tanks and infantry, group idle units and start moving toward enemy once enough are ready.", "notes": "Enemy at (95,11). Building up 1tnk army with e1 support. Keep training 1tnk and e1 continuously; once 8+ tanks ready, attack_move toward (95,11). fix building in progress.", "commands": [{"do": "train", "item": "1tnk", "count": 5}, {"do": "train", "item": "e1", "count": 3}, {"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}], "feedback": ["train 5x 1tnk: queued", "train 3x e1: queued", "attack_move: 12 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 0, "units_killed": 4, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14600, "army_value": 3100, "income": 5825, "experience": 4, "order_count": 73}}
{"tick": 6601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $1400 (2 units, 0 bldgs), lost $1100 (9 units, 0 bldgs). Map explored 25%.\nPRODUCTION: Building: proc 50%; Building: powr 0%; Vehicle: harv 63%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 65%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #144@(25,16)90%\n  e3 (Rocket Soldier) x5: #136@(25,15) #137@(25,15)97% #143@(25,15)31% #153@(25,15)90% #162@(48,28)\n  harv (Ore Truck (harvester)) x1: #133@(103,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - place proc: nothing READY TO PLACE with that type\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Main army (~12 inf) attacking enemy start (16,16). Broke - need refinery done + second harvester. Enemy still unseen, watch flanks.", "raw": "{\"thoughts\": \"Cash is at $0 and only one harvester is mining, so economy is the bottleneck. My small infantry group is idle near (25,15) but the enemy base is at (12,16) - far west. I'll push them toward the enemy base while keeping construction running and harvesting.\", \"notes\": \"Army ~6 inf moving to enemy base (12,16). Economy critical: 1 harv only, proc building at 50%. Need refinery + 2nd harv ASAP. Cash 0.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"attack_move\",\"units\":[144,136,137,143,153],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":146,\"x\":90,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":20},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1659, "completion_tokens": 522, "total_tokens": 2181, "cost": 0.000898308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000898308, "upstream_inference_prompt_cost": 0.000271908, "upstream_inference_completions_cost": 0.0006264}, "completion_tokens_details": {"reasoning_tokens": 322, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.11, "thoughts": "Cash is at $0 and only one harvester is mining, so economy is the bottleneck. My small infantry group is idle near (25,15) but the enemy base is at (12,16) - far west. I'll push them toward the enemy base while keeping construction running and harvesting.", "notes": "Army ~6 inf moving to enemy base (12,16). Economy critical: 1 harv only, proc building at 50%. Need refinery + 2nd harv ASAP. Cash 0.", "commands": [{"do": "harvest", "unit": 133}, {"do": "attack_move", "units": [144, 136, 137, 143, 153], "x": 12, "y": 16}, {"do": "rally", "building": 146, "x": 90, "y": 20}, {"do": "rally", "building": 134, "x": 90, "y": 20}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 5 units", "rally #146: ordered", "rally #134: ordered", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 1100, "units_killed": 2, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 2000, "experience": 14, "order_count": 52}}
{"tick": 6601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:24 (tick 6601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 298 made / 110 used, harvesters 3.\nSCORE: assets $13200, army $5000, killed $1100 (9 units, 0 bldgs), lost $1400 (2 units, 0 bldgs). Map explored 9.5%.\nPRODUCTION: Building: fix 91%; Building: powr 0%; Vehicle: 1tnk 71%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 1%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #159@(24,20)96%\n  e1 (Rifle Infantry) x10: #160@(22,21) #161@(21,18) #163@(21,18) #164@(22,21) #165@(22,21) #167@(15,21) #168@(17,20) #169@(16,20) #170@(8,18)* #171@(16,20)\n  harv (Ore Truck (harvester)) x3: #130@(22,8) #150@(16,12) #152@(7,24)\nVISIBLE ENEMY UNITS (1):\n  #144 e1@(25,16) 90%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x 1tnk: queued\n  - train 3x e1: queued\n  - attack_move: 12 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building up 1tnk army with e1 support. Keep training 1tnk and e1 continuously; once 8+ tanks ready, attack_move toward (95,11). fix building in progress.", "raw": "{\"thoughts\":\"Production is progressing well with 1tnk and e1 queued. Keep idle infantry moving toward main group, continue economy.\",\"notes\":\"Enemy at (95,11). Building tank army with 1tnk+e1. Keep training until 8+ tanks then attack_move to (95,11). fix building almost done.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[\"idle_army\"],\"x\":24,\"y\":20},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2696, "completion_tokens": 239, "total_tokens": 2935, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007782, "upstream_inference_prompt_cost": 0.005392, "upstream_inference_completions_cost": 0.00239}, "completion_tokens_details": {"reasoning_tokens": 57, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.08, "thoughts": "Production is progressing well with 1tnk and e1 queued. Keep idle infantry moving toward main group, continue economy.", "notes": "Enemy at (95,11). Building tank army with 1tnk+e1. Keep training until 8+ tanks then attack_move to (95,11). fix building almost done.", "commands": [{"do": "attack_move", "units": ["idle_army"], "x": 24, "y": 20}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: no valid unit ids of yours", "train 3x 1tnk: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1100, "deaths_cost": 1400, "units_killed": 9, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 13200, "army_value": 1700, "income": 5500, "experience": 11, "order_count": 81}}
{"tick": 6801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $2100 (3 units, 0 bldgs), lost $2100 (13 units, 0 bldgs). Map explored 25%.\nPRODUCTION: Building: proc 50%; Building: powr 0%; Vehicle: harv 63%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 65%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #136@(24,15)94% #162@(38,27)\n  harv (Ore Truck (harvester)) x1: #133@(99,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - rally #146: ordered\n  - rally #134: ordered\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Army ~6 inf moving to enemy base (12,16). Economy critical: 1 harv only, proc building at 50%. Need refinery + 2nd harv ASAP. Cash 0.", "raw": "{\"thoughts\": \"Economy is starved at $0 with only 1 harvester \u2014 the proc finishing is critical for income. My 2 rocket soldiers are stranded forward near the enemy start; I'll push them to scout/harass while keeping all queues busy.\",\"notes\": \"Enemy start ~(12,16). Army forward: 2x e3 near (24,15)/(38,27). Proc building at 50% - finish it. Prioritise: harv #2, more e3, keep cash spent.\",\"commands\": [{\"do\":\"rally\",\"building\":146,\"x\":95,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":20},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"attack_move\",\"units\":[136,162],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1633, "completion_tokens": 541, "total_tokens": 2174, "cost": 0.000913308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000913308, "upstream_inference_prompt_cost": 0.000264108, "upstream_inference_completions_cost": 0.0006492}, "completion_tokens_details": {"reasoning_tokens": 338, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.76, "thoughts": "Economy is starved at $0 with only 1 harvester \u2014 the proc finishing is critical for income. My 2 rocket soldiers are stranded forward near the enemy start; I'll push them to scout/harass while keeping all queues busy.", "notes": "Enemy start ~(12,16). Army forward: 2x e3 near (24,15)/(38,27). Proc building at 50% - finish it. Prioritise: harv #2, more e3, keep cash spent.", "commands": [{"do": "rally", "building": 146, "x": 95, "y": 20}, {"do": "rally", "building": 134, "x": 95, "y": 20}, {"do": "harvest", "unit": 133}, {"do": "attack_move", "units": [136, 162], "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 3}, {"do": "build", "item": "proc"}], "feedback": ["rally #146: ordered", "rally #134: ordered", "attack_move: 2 units", "train 3x e3: queued", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 2100, "units_killed": 3, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2000, "experience": 21, "order_count": 54}}
{"tick": 6801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:32 (tick 6801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $633 (storage 4000), power 298 made / 110 used, harvesters 3.\nSCORE: assets $12600, army $4400, killed $2100 (13 units, 0 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 11%.\nPRODUCTION: Building: fix READY TO PLACE; Building: powr 0%; Vehicle: 1tnk 90%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 33%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #160@(31,24) #161@(22,19)80% #163@(22,19)97% #164@(32,24) #165@(31,24) #167@(24,24) #168@(26,25) #169@(25,25) #170@(8,18)* #171@(25,24) #172@(8,17)*\n  harv (Ore Truck (harvester)) x3: #130@(16,17) #150@(15,17) #152@(8,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: no valid unit ids of yours\n  - train 3x 1tnk: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building tank army with 1tnk+e1. Keep training until 8+ tanks then attack_move to (95,11). fix building almost done.", "raw": "{\"thoughts\":\"Place service depot, keep queue busy, gather infantry group and advance toward enemy while tanks build.\",\"notes\":\"Enemy at (95,11). Building tank army with 1tnk+e1. Keep training until 8+ tanks then attack_move to (95,11). fix placed. Infantry gathering near (25-32,24).\",\"commands\":[\n{\"do\":\"place\",\"item\":\"fix\"},\n{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":2},\n{\"do\":\"attack_move\",\"units\":[160,161,163,164,165,167,168,169,171],\"x\":60,\"y\":18},\n{\"do\":\"harvest\",\"unit\":170},\n{\"do\":\"harvest\",\"unit\":172}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2719, "completion_tokens": 290, "total_tokens": 3009, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008338, "upstream_inference_prompt_cost": 0.005438, "upstream_inference_completions_cost": 0.0029}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.28, "thoughts": "Place service depot, keep queue busy, gather infantry group and advance toward enemy while tanks build.", "notes": "Enemy at (95,11). Building tank army with 1tnk+e1. Keep training until 8+ tanks then attack_move to (95,11). fix placed. Infantry gathering near (25-32,24).", "commands": [{"do": "place", "item": "fix"}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": [160, 161, 163, 164, 165, 167, 168, 169, 171], "x": 60, "y": 18}, {"do": "harvest", "unit": 170}, {"do": "harvest", "unit": 172}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "train 3x 1tnk: queued", "train 2x e1: queued", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 2100, "units_killed": 13, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12600, "army_value": 1100, "income": 6500, "experience": 21, "order_count": 86}}
{"tick": 7001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $2100 (3 units, 0 bldgs), lost $2400 (14 units, 0 bldgs). Map explored 25%.\nPRODUCTION: Building: proc 62%; Building: proc 0%; Building: powr 0%; Vehicle: harv 79%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 20%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #136@(20,15)94% #177@(91,10)\n  harv (Ore Truck (harvester)) x1: #133@(103,17)\nVISIBLE ENEMY UNITS (1):\n  #150 harv@(17,13) 91%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #146: ordered\n  - rally #134: ordered\n  - attack_move: 2 units\n  - train 3x e3: queued\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy start ~(12,16). Army forward: 2x e3 near (24,15)/(38,27). Proc building at 50% - finish it. Prioritise: harv #2, more e3, keep cash spent.", "raw": "{\"thoughts\": \"Harvester and 2nd refinery are almost done, which will fix our economy. Harassing the visible enemy harvester with rocket soldier #136.\", \"notes\": \"Enemy harvester #150 at (17,13) being attacked by #136. Proc at 62%, harv at 79%. Place proc next turn when ready.\", \"commands\": [{\"do\": \"attack\", \"units\": [136], \"target\": 150}, {\"do\": \"attack_move\", \"units\": [177], \"x\": 20, \"y\": 15}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1784, "completion_tokens": 520, "total_tokens": 2304, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006576, "upstream_inference_prompt_cost": 0.002676, "upstream_inference_completions_cost": 0.0039}, "completion_tokens_details": {"reasoning_tokens": 384, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.46, "thoughts": "Harvester and 2nd refinery are almost done, which will fix our economy. Harassing the visible enemy harvester with rocket soldier #136.", "notes": "Enemy harvester #150 at (17,13) being attacked by #136. Proc at 62%, harv at 79%. Place proc next turn when ready.", "commands": [{"do": "attack", "units": [136], "target": 150}, {"do": "attack_move", "units": [177], "x": 20, "y": 15}], "feedback": ["attack: 1 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 2400, "units_killed": 3, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2500, "experience": 21, "order_count": 58}}
{"tick": 7001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:40 (tick 7001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $325 (storage 4000), power 298 made / 140 used, harvesters 3.\nSCORE: assets $14700, army $5300, killed $2400 (14 units, 0 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 13.2%.\nPRODUCTION: Building: powr 77%; Vehicle: 1tnk 25%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 70%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #174@(14,14)*\n  e1 (Rifle Infantry) x13: #160@(41,24) #161@(32,20)80% #163@(32,20)97% #164@(42,24) #165@(41,24) #167@(34,24) #168@(35,25) #169@(35,25) #170@(8,18)* #171@(34,25) #172@(7,18)* #175@(7,17)* #176@(8,17)*\n  harv (Ore Truck (harvester)) x3: #130@(15,17)82% #150@(17,13)91% #152@(5,28)\nVISIBLE ENEMY UNITS (1):\n  #136 e3@(20,15) 94%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - train 3x 1tnk: queued\n  - train 2x e1: queued\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building tank army with 1tnk+e1. Keep training until 8+ tanks then attack_move to (95,11). fix placed. Infantry gathering near (25-32,24).", "raw": "{\"thoughts\":\"Economy solid, building tank army. Consolidate infantry group and send idle units to join main force moving toward enemy base. Keep production running.\",\"notes\":\"Enemy at (95,11). Building tank army with 1tnk+e1. Keep training until 8+ tanks then attack_move to (95,11). Infantry gathering near (32-42,24).\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":40,\"y\":24}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2904, "completion_tokens": 229, "total_tokens": 3133, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008098, "upstream_inference_prompt_cost": 0.005808, "upstream_inference_completions_cost": 0.00229}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.95, "thoughts": "Economy solid, building tank army. Consolidate infantry group and send idle units to join main force moving toward enemy base. Keep production running.", "notes": "Enemy at (95,11). Building tank army with 1tnk+e1. Keep training until 8+ tanks then attack_move to (95,11). Infantry gathering near (32-42,24).", "commands": [{"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": "idle_army", "x": 40, "y": 24}], "feedback": ["train 2x 1tnk: queued", "train 2x e1: queued", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 2100, "units_killed": 14, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14700, "army_value": 2000, "income": 6875, "experience": 24, "order_count": 92}}
{"tick": 7201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7900, army $1700, killed $2100 (3 units, 0 bldgs), lost $2400 (14 units, 0 bldgs). Map explored 25.4%.\nPRODUCTION: Building: proc 62%; Building: proc 0%; Building: powr 0%; Vehicle: harv 79%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 20%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #136@(20,10)21% #177@(81,10)\n  harv (Ore Truck (harvester)) x1: #133@(106,23)\nVISIBLE ENEMY UNITS (1):\n  #130 harv@(20,11) 82%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy harvester #150 at (17,13) being attacked by #136. Proc at 62%, harv at 79%. Place proc next turn when ready.", "raw": "{\"thoughts\": \"Economy is starving (0 cash, 1 harvester), so priority is getting the second proc and harvester finished. My rocket soldier #136 at 21% hp is nearly dead and should retreat; keep #177 back to guard the base rather than feeding it to the enemy.\", \"notes\": \"Enemy likely at (12,16). Proc 62%, harv 79% - place proc when ready. Retreat #136 (21%), #177 defends near base/harvester. Cash 0, keep economy pumping.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"move\",\"units\":[136],\"x\":92,\"y\":13},{\"do\":\"move\",\"units\":[177],\"x\":95,\"y\":16},{\"do\":\"stance\",\"units\":[177],\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1639, "completion_tokens": 997, "total_tokens": 2636, "cost": 0.001462308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001462308, "upstream_inference_prompt_cost": 0.000265908, "upstream_inference_completions_cost": 0.0011964}, "completion_tokens_details": {"reasoning_tokens": 820, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.19, "thoughts": "Economy is starving (0 cash, 1 harvester), so priority is getting the second proc and harvester finished. My rocket soldier #136 at 21% hp is nearly dead and should retreat; keep #177 back to guard the base rather than feeding it to the enemy.", "notes": "Enemy likely at (12,16). Proc 62%, harv 79% - place proc when ready. Retreat #136 (21%), #177 defends near base/harvester. Cash 0, keep economy pumping.", "commands": [{"do": "harvest", "unit": 133}, {"do": "move", "units": [136], "x": 92, "y": 13}, {"do": "move", "units": [177], "x": 95, "y": 16}, {"do": "stance", "units": [177], "stance": "defend"}], "feedback": ["move: 1 units", "move: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 2400, "units_killed": 3, "units_lost": 14, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7900, "army_value": 600, "income": 2500, "experience": 21, "order_count": 58}}
{"tick": 7201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:48 (tick 7201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 298 made / 140 used, harvesters 3.\nSCORE: assets $14900, army $5500, killed $2400 (14 units, 0 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 15.7%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: 1tnk 50%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 46%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #174@(18,14)\n  e1 (Rifle Infantry) x15: #160@(51,26) #161@(44,20)80% #163@(44,21)97% #164@(52,27) #165@(51,26) #167@(45,24) #168@(46,25) #169@(45,25) #170@(17,18) #171@(45,25) #172@(17,18) #175@(16,17) #176@(17,17) #178@(7,17)* #179@(8,17)*\n  harv (Ore Truck (harvester)) x3: #130@(20,11)82% #150@(15,4)82% #152@(10,20)\nVISIBLE ENEMY UNITS (1):\n  #136 e3@(20,10) 21%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x 1tnk: queued\n  - train 2x e1: queued\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building tank army with 1tnk+e1. Keep training until 8+ tanks then attack_move to (95,11). Infantry gathering near (32-42,24).", "raw": "{\"thoughts\":\"Continue building tank army; place power plant; keep infantry moving toward rally point near enemy. Queue more production.\",\"notes\":\"Enemy at (95,11). Building tank army with 1tnk+e1. Keep training until 8+ tanks then attack_move to (95,11). Infantry gathering near (44-52,20-27).\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2919, "completion_tokens": 183, "total_tokens": 3102, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007668, "upstream_inference_prompt_cost": 0.005838, "upstream_inference_completions_cost": 0.00183}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.69, "thoughts": "Continue building tank army; place power plant; keep infantry moving toward rally point near enemy. Queue more production.", "notes": "Enemy at (95,11). Building tank army with 1tnk+e1. Keep training until 8+ tanks then attack_move to (95,11). Infantry gathering near (44-52,20-27).", "commands": [{"do": "place", "item": "powr"}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 2x 1tnk: queued", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 2100, "units_killed": 14, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14900, "army_value": 2200, "income": 6500, "experience": 24, "order_count": 96}}
{"tick": 7401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $2100 (3 units, 0 bldgs), lost $2700 (15 units, 0 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 62%; Building: proc 0%; Building: powr 0%; Vehicle: harv 79%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 20%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #177@(90,12)\n  harv (Ore Truck (harvester)) x1: #133@(99,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 1 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Proc 62%, harv 79% - place proc when ready. Retreat #136 (21%), #177 defends near base/harvester. Cash 0, keep economy pumping.", "raw": "{\"thoughts\": \"Cash is at $0 with only 1 harvester, so economy is the priority. Proc is 62% done and harv 79% - keep mining and place the new refinery when ready. No combat needed yet; hold the rocket soldier near base.\", \"notes\": \"Enemy likely at (12,16). Waiting on proc (62%) and harv (79%). Cash $0 - need economy. #133 mining. e3 #177 guarding base/harvester. Place proc when ready.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"move\",\"units\":[177],\"x\":95,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1636, "completion_tokens": 425, "total_tokens": 2061, "cost": 0.000775008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000775008, "upstream_inference_prompt_cost": 0.000265008, "upstream_inference_completions_cost": 0.00051}, "completion_tokens_details": {"reasoning_tokens": 283, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.99, "thoughts": "Cash is at $0 with only 1 harvester, so economy is the priority. Proc is 62% done and harv 79% - keep mining and place the new refinery when ready. No combat needed yet; hold the rocket soldier near base.", "notes": "Enemy likely at (12,16). Waiting on proc (62%) and harv (79%). Cash $0 - need economy. #133 mining. e3 #177 guarding base/harvester. Place proc when ready.", "commands": [{"do": "harvest", "unit": 133}, {"do": "move", "units": [177], "x": 95, "y": 13}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 2700, "units_killed": 3, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 21, "order_count": 58}}
{"tick": 7401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:56 (tick 7401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $15400, army $5700, killed $2700 (15 units, 0 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 17.4%.\nPRODUCTION: Vehicle: 1tnk 86%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 93%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #174@(29,20)\n  e1 (Rifle Infantry) x17: #160@(60,28) #161@(53,27)80% #163@(53,27)97% #164@(63,26) #165@(60,27) #167@(54,28) #168@(55,28) #169@(55,28) #170@(28,18) #171@(54,28) #172@(27,18) #175@(27,17) #176@(28,17) #178@(16,20) #179@(17,20) #181@(9,17)* #182@(8,17)*\n  harv (Ore Truck (harvester)) x3: #130@(24,8)82% #150@(18,7)82% #152@(5,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 2x 1tnk: queued\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building tank army with 1tnk+e1. Keep training until 8+ tanks then attack_move to (95,11). Infantry gathering near (44-52,20-27).", "raw": "{\"thoughts\":\"Tanks and infantry still building. Continue mass production. Idle infantry near base should join the main force heading east. Once tank count reaches 8+, launch full attack toward enemy at (95,11).\",\"notes\":\"Enemy at (95,11). Army gathering near (55-63,26-28). Keep training 1tnk and e1. Move idle infantry #181,#182 to join group. Attack once 8+ tanks ready.\",\"commands\":[{\"do\":\"move\",\"units\":[181,182],\"x\":55,\"y\":27},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":60,\"y\":27},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2949, "completion_tokens": 294, "total_tokens": 3243, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008838, "upstream_inference_prompt_cost": 0.005898, "upstream_inference_completions_cost": 0.00294}, "completion_tokens_details": {"reasoning_tokens": 53, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.32, "thoughts": "Tanks and infantry still building. Continue mass production. Idle infantry near base should join the main force heading east. Once tank count reaches 8+, launch full attack toward enemy at (95,11).", "notes": "Enemy at (95,11). Army gathering near (55-63,26-28). Keep training 1tnk and e1. Move idle infantry #181,#182 to join group. Attack once 8+ tanks ready.", "commands": [{"do": "move", "units": [181, 182], "x": 55, "y": 27}, {"do": "attack_move", "units": "idle_army", "x": 60, "y": 27}, {"do": "train", "item": "1tnk", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["move: 2 units", "attack_move: 2 units", "train 4x 1tnk: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 2100, "units_killed": 15, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 15400, "army_value": 2400, "income": 7000, "experience": 27, "order_count": 99}}
{"tick": 7601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $2100 (3 units, 0 bldgs), lost $2700 (15 units, 0 bldgs). Map explored 25.7%.\nPRODUCTION: Building: proc 74%; Building: proc 0%; Building: powr 0%; Vehicle: harv 94%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 75%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #177@(95,13)*\n  harv (Ore Truck (harvester)) x1: #133@(98,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Waiting on proc (62%) and harv (79%). Cash $0 - need economy. #133 mining. e3 #177 guarding base/harvester. Place proc when ready.", "raw": "{\"thoughts\": \"Cash is $0, so production is stalled waiting on income. The harvester (#133) is mining and the second harv (94%) and refinery (74%) will finish soon, boosting economy. Just keep the rocket soldier guarding the base and set rally points for future units.\", \"notes\": \"Enemy likely at (12,16). proc ~74%, harv ~94% will complete soon. #133 mining, e3 #177 guarding. Once harv finishes, keep it mining; then build powr -> weap or second proc. Save for tanks.\", \"commands\": [{\"do\":\"rally\",\"building\":146,\"x\":93,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":93,\"y\":14},{\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1621, "completion_tokens": 461, "total_tokens": 2082, "cost": 0.000813708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000813708, "upstream_inference_prompt_cost": 0.000260508, "upstream_inference_completions_cost": 0.0005532}, "completion_tokens_details": {"reasoning_tokens": 291, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.2, "thoughts": "Cash is $0, so production is stalled waiting on income. The harvester (#133) is mining and the second harv (94%) and refinery (74%) will finish soon, boosting economy. Just keep the rocket soldier guarding the base and set rally points for future units.", "notes": "Enemy likely at (12,16). proc ~74%, harv ~94% will complete soon. #133 mining, e3 #177 guarding. Once harv finishes, keep it mining; then build powr -> weap or second proc. Save for tanks.", "commands": [{"do": "rally", "building": 146, "x": 93, "y": 14}, {"do": "rally", "building": 134, "x": 93, "y": 14}, {"do": "harvest", "unit": 133}], "feedback": ["rally #146: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 2700, "units_killed": 3, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 21, "order_count": 58}}
{"tick": 7601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:04 (tick 7601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $15400, army $5700, killed $2700 (15 units, 0 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 18.7%.\nPRODUCTION: Vehicle: 1tnk 86%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 93%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #174@(40,24)*\n  e1 (Rifle Infantry) x17: #160@(62,20)* #161@(63,26)80% #163@(63,26)97% #164@(62,20)* #165@(62,20)* #167@(63,25) #168@(63,24) #169@(63,24) #170@(37,22) #171@(63,26) #172@(37,21) #175@(36,21) #176@(36,22) #178@(24,24) #179@(25,25) #181@(19,17) #182@(15,17)\n  harv (Ore Truck (harvester)) x3: #130@(19,14)82% #150@(16,17)82% #152@(9,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - attack_move: 2 units\n  - train 4x 1tnk: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army gathering near (55-63,26-28). Keep training 1tnk and e1. Move idle infantry #181,#182 to join group. Attack once 8+ tanks ready.", "raw": "{\"thoughts\":\"Keep training tanks and infantry, consolidate scattered troops toward staging point near (55-63,26-28) before pushing to enemy base at (95,11).\",\"notes\":\"Enemy at (95,11). Army gathering near (55-63,26-28). Keep training 1tnk and e1. Move idle infantry to join group. Attack once 8+ tanks ready.\",\"commands\":[{\"do\":\"move\",\"units\":[181,182],\"x\":62,\"y\":24},{\"do\":\"move\",\"units\":[178,179],\"x\":62,\"y\":24},{\"do\":\"move\",\"units\":[170,172,175,176],\"x\":62,\"y\":24},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3030, "completion_tokens": 278, "total_tokens": 3308, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00884, "upstream_inference_prompt_cost": 0.00606, "upstream_inference_completions_cost": 0.00278}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.11, "thoughts": "Keep training tanks and infantry, consolidate scattered troops toward staging point near (55-63,26-28) before pushing to enemy base at (95,11).", "notes": "Enemy at (95,11). Army gathering near (55-63,26-28). Keep training 1tnk and e1. Move idle infantry to join group. Attack once 8+ tanks ready.", "commands": [{"do": "move", "units": [181, 182], "x": 62, "y": 24}, {"do": "move", "units": [178, 179], "x": 62, "y": 24}, {"do": "move", "units": [170, 172, 175, 176], "x": 62, "y": 24}, {"do": "train", "item": "1tnk", "count": 4}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["move: 2 units", "move: 2 units", "move: 4 units", "train 4x 1tnk: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 2100, "units_killed": 15, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 15400, "army_value": 2400, "income": 7000, "experience": 27, "order_count": 105}}
{"tick": 7801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $2100 (3 units, 0 bldgs), lost $2700 (15 units, 0 bldgs). Map explored 25.7%.\nPRODUCTION: Building: proc 74%; Building: proc 0%; Building: powr 0%; Vehicle: harv 94%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 75%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #177@(95,13)*\n  harv (Ore Truck (harvester)) x1: #133@(105,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #146: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). proc ~74%, harv ~94% will complete soon. #133 mining, e3 #177 guarding. Once harv finishes, keep it mining; then build powr -> weap or second proc. Save for tanks.", "raw": "{\"thoughts\": \"Economy is the bottleneck: $0 cash with two procs and two harvesters queued. Nothing ready to place, so I'll keep harvesters mining and idle units guarding while production continues.\", \"notes\": \"Enemy likely at (12,16). Two procs queued, two harvs queued. #133 mining; e3 #177 guarding base. Need powr next then weap/spare. Save for tanks.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"move\",\"units\":[177],\"x\":98,\"y\":14},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1637, "completion_tokens": 480, "total_tokens": 2117, "cost": 0.000841308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000841308, "upstream_inference_prompt_cost": 0.000265308, "upstream_inference_completions_cost": 0.000576}, "completion_tokens_details": {"reasoning_tokens": 343, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.51, "thoughts": "Economy is the bottleneck: $0 cash with two procs and two harvesters queued. Nothing ready to place, so I'll keep harvesters mining and idle units guarding while production continues.", "notes": "Enemy likely at (12,16). Two procs queued, two harvs queued. #133 mining; e3 #177 guarding base. Need powr next then weap/spare. Save for tanks.", "commands": [{"do": "harvest", "unit": 133}, {"do": "move", "units": [177], "x": 98, "y": 14}, {"do": "build", "item": "powr"}], "feedback": ["move: 1 units", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 2700, "units_killed": 3, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2500, "experience": 21, "order_count": 58}}
{"tick": 7801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:12 (tick 7801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $968 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $16400, army $6700, killed $2700 (15 units, 0 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 18.7%.\nPRODUCTION: Vehicle: 1tnk 25%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 58%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #174@(40,24)* #186@(14,14)*\n  e1 (Rifle Infantry) x20: #160@(62,20)* #161@(62,21)80%* #163@(62,21)97%* #164@(62,20)* #165@(62,20)* #167@(62,21)* #168@(62,20)* #169@(62,20)* #170@(47,24) #171@(62,21)* #172@(47,24) #175@(46,24) #176@(47,24) #178@(34,24) #179@(36,24) #181@(28,21) #182@(23,24) #185@(6,16)* #187@(6,18)* #188@(7,17)*\n  harv (Ore Truck (harvester)) x3: #130@(15,17)82% #150@(19,12)82% #152@(10,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - move: 2 units\n  - move: 4 units\n  - train 4x 1tnk: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army gathering near (55-63,26-28). Keep training 1tnk and e1. Move idle infantry to join group. Attack once 8+ tanks ready.", "raw": "{\"thoughts\":\"Large infantry force gathered near (62,20). Consolidate all army and start moving toward enemy base at (95,11) while continuing tank production.\",\"notes\":\"Enemy at (95,11). Army gathering near (55-65,20-28), pushing toward enemy. Keep training 1tnk and e1, merge stragglers into main force, then attack_move toward (95,11).\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":70,\"y\":20},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3106, "completion_tokens": 276, "total_tokens": 3382, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008972, "upstream_inference_prompt_cost": 0.006212, "upstream_inference_completions_cost": 0.00276}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.06, "thoughts": "Large infantry force gathered near (62,20). Consolidate all army and start moving toward enemy base at (95,11) while continuing tank production.", "notes": "Enemy at (95,11). Army gathering near (55-65,20-28), pushing toward enemy. Keep training 1tnk and e1, merge stragglers into main force, then attack_move toward (95,11).", "commands": [{"do": "attack_move", "units": "idle_army", "x": 70, "y": 20}, {"do": "train", "item": "1tnk", "count": 4}, {"do": "train", "item": "e1", "count": 2}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 14 units", "train 4x 1tnk: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 2100, "units_killed": 15, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16400, "army_value": 3400, "income": 7000, "experience": 27, "order_count": 111}}
{"tick": 8001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $7600, army $1400, killed $2100 (3 units, 0 bldgs), lost $2700 (15 units, 0 bldgs). Map explored 25.7%.\nPRODUCTION: Building: proc 74%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 94%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 75%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #177@(98,14)*\n  harv (Ore Truck (harvester)) x1: #133@(100,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Two procs queued, two harvs queued. #133 mining; e3 #177 guarding base. Need powr next then weap/spare. Save for tanks.", "raw": "{\"thoughts\": \"Cash is $0 and all queues are already busy, so nothing new to start. Economy is thin (1 harvester), so I'll let the queued harv finish and set staging rally points for new units.\", \"notes\": \"Enemy likely at (12,16). Queues full: proc/powr building, harv+harv then 1tnk vehicles, e3/e1 infantry. #133 mining. Set rally points to gather army near base center (96,13).\", \"commands\": [{\"do\":\"rally\",\"building\":146,\"x\":96,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":96,\"y\":13},{\"do\":\"move\",\"units\":[177],\"x\":96,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1634, "completion_tokens": 486, "total_tokens": 2120, "cost": 0.000847608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000847608, "upstream_inference_prompt_cost": 0.000264408, "upstream_inference_completions_cost": 0.0005832}, "completion_tokens_details": {"reasoning_tokens": 321, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.82, "thoughts": "Cash is $0 and all queues are already busy, so nothing new to start. Economy is thin (1 harvester), so I'll let the queued harv finish and set staging rally points for new units.", "notes": "Enemy likely at (12,16). Queues full: proc/powr building, harv+harv then 1tnk vehicles, e3/e1 infantry. #133 mining. Set rally points to gather army near base center (96,13).", "commands": [{"do": "rally", "building": 146, "x": 96, "y": 13}, {"do": "rally", "building": 134, "x": 96, "y": 13}, {"do": "move", "units": [177], "x": 96, "y": 13}], "feedback": ["rally #146: ordered", "rally #134: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 2700, "units_killed": 3, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 300, "income": 2000, "experience": 21, "order_count": 59}}
{"tick": 8001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:20 (tick 8001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $306 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $16700, army $7000, killed $2700 (15 units, 0 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 20.4%.\nPRODUCTION: Vehicle: 1tnk 72%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 86%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #174@(54,28) #186@(33,20)\n  e1 (Rifle Infantry) x23: #160@(70,20)* #161@(70,20)80%* #163@(70,20)97%* #164@(70,20)* #165@(70,20)* #167@(69,20)* #168@(69,20)* #169@(69,20)* #170@(56,28) #171@(69,20)* #172@(55,28) #175@(55,28) #176@(55,28) #178@(44,24) #179@(46,24) #181@(37,24) #182@(32,26) #185@(15,20) #187@(14,20) #188@(16,20) #189@(9,17)* #190@(8,17)* #191@(7,17)*\n  harv (Ore Truck (harvester)) x3: #130@(25,8)82% #150@(20,5)82% #152@(7,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - train 4x 1tnk: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army gathering near (55-65,20-28), pushing toward enemy. Keep training 1tnk and e1, merge stragglers into main force, then attack_move toward (95,11).", "raw": "{\"thoughts\":\"Large army built up, continue consolidating and pushing toward enemy base at (95,11). Keep production going for reinforcements.\",\"notes\":\"Enemy at (95,11). Main army pushing east through (55-70,20-28). Merge idle infantry into main group, attack_move toward enemy base. Keep training 1tnk/e1 nonstop.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":2}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3168, "completion_tokens": 222, "total_tokens": 3390, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008556, "upstream_inference_prompt_cost": 0.006336, "upstream_inference_completions_cost": 0.00222}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.65, "thoughts": "Large army built up, continue consolidating and pushing toward enemy base at (95,11). Keep production going for reinforcements.", "notes": "Enemy at (95,11). Main army pushing east through (55-70,20-28). Merge idle infantry into main group, attack_move toward enemy base. Keep training 1tnk/e1 nonstop.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 12 units", "train 2x 1tnk: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 2100, "units_killed": 15, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16700, "army_value": 3700, "income": 7000, "experience": 27, "order_count": 117}}
{"tick": 8201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $311 (storage 2000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $8700, army $2500, killed $2100 (3 units, 0 bldgs), lost $2700 (15 units, 0 bldgs). Map explored 25.7%.\nPRODUCTION: Building: proc 78%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 96%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 100%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #177@(96,13)*\n  harv (Ore Truck (harvester)) x2: #133@(98,12) #194@(97,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #146: ordered\n  - rally #134: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Queues full: proc/powr building, harv+harv then 1tnk vehicles, e3/e1 infantry. #133 mining. Set rally points to gather army near base center (96,13).", "raw": "{\"thoughts\": \"Cash is $0 with lots of queued production, so economy is the bottleneck. Get both harvesters mining and keep the queues full. Rocket soldier should guard the base entrance rather than wander.\",\"notes\": \"Enemy likely at (12,16). Economy stalled at $0 - priority is harvesting/income. Building queue busy (proc->powr->proc->powr). Vehicle queue has harv then 2x1tnk. Send all new infantry to rally near base center. Need to scout west once cash recovers.\",\"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":194},{\"do\":\"move\",\"units\":[177],\"x\":96,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":15},{\"do\":\"rally\",\"building\":146,\"x\":96,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1653, "completion_tokens": 817, "total_tokens": 2470, "cost": 0.001250508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001250508, "upstream_inference_prompt_cost": 0.000270108, "upstream_inference_completions_cost": 0.0009804}, "completion_tokens_details": {"reasoning_tokens": 628, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.79, "thoughts": "Cash is $0 with lots of queued production, so economy is the bottleneck. Get both harvesters mining and keep the queues full. Rocket soldier should guard the base entrance rather than wander.", "notes": "Enemy likely at (12,16). Economy stalled at $0 - priority is harvesting/income. Building queue busy (proc->powr->proc->powr). Vehicle queue has harv then 2x1tnk. Send all new infantry to rally near base center. Need to scout west once cash recovers.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 194}, {"do": "move", "units": [177], "x": 96, "y": 14}, {"do": "rally", "building": 134, "x": 95, "y": 15}, {"do": "rally", "building": 146, "x": 96, "y": 15}], "feedback": ["move: 1 units", "rally #134: ordered", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 2700, "units_killed": 3, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8700, "army_value": 300, "income": 2500, "experience": 21, "order_count": 59}}
{"tick": 8201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:28 (tick 8201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $16900, army $7200, killed $2700 (15 units, 0 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Vehicle: 1tnk 95%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 36%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (30) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #174@(64,25) #186@(52,28)\n  e1 (Rifle Infantry) x25: #160@(77,13) #161@(78,12)80% #163@(78,12)97% #164@(78,12) #165@(77,12) #167@(77,12) #168@(76,13) #169@(76,12) #170@(63,24)* #171@(76,13) #172@(63,24) #175@(63,25) #176@(63,24)* #178@(53,27) #179@(55,28) #181@(47,24) #182@(42,24) #185@(24,24) #187@(24,18) #188@(25,25) #189@(18,20) #190@(17,20) #191@(16,20) #192@(9,18)* #193@(8,17)*\n  harv (Ore Truck (harvester)) x3: #130@(20,10)82% #150@(19,9)82% #152@(10,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - train 2x 1tnk: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Main army pushing east through (55-70,20-28). Merge idle infantry into main group, attack_move toward enemy base. Keep training 1tnk/e1 nonstop.", "raw": "{\"thoughts\":\"Army is spread out; consolidate idle infantry and push toward enemy base at (95,11). Keep tank/infantry production running.\",\"notes\":\"Enemy at (95,11). Main army near (55-78,12-28). Merge idle units, attack_move east. Keep training 1tnk/e1 nonstop.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":90,\"y\":14},\n{\"do\":\"attack_move\",\"units\":[160,161,163,164,165,167,168,169,171],\"x\":95,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[174,186,170,172,175,176,178,179,181,182],\"x\":90,\"y\":14},\n{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":2}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3205, "completion_tokens": 296, "total_tokens": 3501, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00937, "upstream_inference_prompt_cost": 0.00641, "upstream_inference_completions_cost": 0.00296}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.21, "thoughts": "Army is spread out; consolidate idle infantry and push toward enemy base at (95,11). Keep tank/infantry production running.", "notes": "Enemy at (95,11). Main army near (55-78,12-28). Merge idle units, attack_move east. Keep training 1tnk/e1 nonstop.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 90, "y": 14}, {"do": "attack_move", "units": [160, 161, 163, 164, 165, 167, 168, 169, 171], "x": 95, "y": 11}, {"do": "attack_move", "units": [174, 186, 170, 172, 175, 176, 178, 179, 181, 182], "x": 90, "y": 14}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 4 units", "attack_move: 9 units", "attack_move: 10 units", "train 2x 1tnk: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 2100, "units_killed": 15, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 16900, "army_value": 3900, "income": 7000, "experience": 27, "order_count": 121}}
{"tick": 8401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 97 made / 80 used, harvesters 2.\nSCORE: assets $9000, army $2800, killed $2100 (3 units, 0 bldgs), lost $2700 (15 units, 0 bldgs). Map explored 25.9%.\nPRODUCTION: Building: proc 86%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 9%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 30%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 97%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #177@(96,14)* #195@(94,14)\n  harv (Ore Truck (harvester)) x2: #133@(107,22) #194@(91,5)\nVISIBLE ENEMY UNITS (3):\n  #161 e1@(88,10) 80%, #163 e1@(88,10) 97%, #164 e1@(88,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #134: ordered\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Economy stalled at $0 - priority is harvesting/income. Building queue busy (proc->powr->proc->powr). Vehicle queue has harv then 2x1tnk. Send all new infantry to rally near base center. Need to scout west once cash recovers.", "raw": "{\"thoughts\": \"Enemy rifle infantry are approaching my base from the west at (88,10) - my 2 rocket soldiers should intercept. Cash is $0 so I just keep queues running and harvesters mining. Once the new harvester and infantry pop I'll build up.\", \"notes\": \"Enemy push of 3 e1 at (88,10) coming from west. Kill with rocket soldiers at base. Economy at $0, harvesting. Building queue: proc almost done then powr. Keep sending new units to defense near base center.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[177,195],\"x\":88,\"y\":10},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":194}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1702, "completion_tokens": 429, "total_tokens": 2131, "cost": 0.000799608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000799608, "upstream_inference_prompt_cost": 0.000284808, "upstream_inference_completions_cost": 0.0005148}, "completion_tokens_details": {"reasoning_tokens": 269, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.78, "thoughts": "Enemy rifle infantry are approaching my base from the west at (88,10) - my 2 rocket soldiers should intercept. Cash is $0 so I just keep queues running and harvesters mining. Once the new harvester and infantry pop I'll build up.", "notes": "Enemy push of 3 e1 at (88,10) coming from west. Kill with rocket soldiers at base. Economy at $0, harvesting. Building queue: proc almost done then powr. Keep sending new units to defense near base center.", "commands": [{"do": "attack_move", "units": [177, 195], "x": 88, "y": 10}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 194}], "feedback": ["attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 2700, "units_killed": 3, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 600, "income": 2500, "experience": 21, "order_count": 59}}
{"tick": 8401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:36 (tick 8401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $488 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $17800, army $8100, killed $2700 (15 units, 0 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 25.9%.\nPRODUCTION: Vehicle: 1tnk 31%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 91%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (33) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #174@(81,14) #186@(68,22) #196@(14,14)*\n  e1 (Rifle Infantry) x27: #160@(87,12) #161@(88,10)80% #163@(88,10)97% #164@(88,10) #165@(87,12) #167@(87,12) #168@(87,12) #169@(86,12) #170@(70,17) #171@(86,12) #172@(71,16) #175@(70,17) #176@(70,16) #178@(62,27) #179@(64,25) #181@(56,28) #182@(51,26) #185@(32,24) #187@(34,18) #188@(33,23) #189@(27,25) #190@(25,25) #191@(25,25) #192@(17,20) #193@(17,20) #197@(9,18)* #198@(8,17)*\n  harv (Ore Truck (harvester)) x3: #130@(15,17)82% #150@(16,17)82% #152@(8,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 9 units\n  - attack_move: 10 units\n  - train 2x 1tnk: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Main army near (55-78,12-28). Merge idle units, attack_move east. Keep training 1tnk/e1 nonstop.", "raw": "{\"thoughts\":\"Army spread across map heading toward enemy base at (95,11). Consolidate infantry groups and push east, keep tank/infantry production going.\",\"notes\":\"Enemy at (95,11). Army spread (55-88,10-28). Keep merging groups, attack_move toward (95,11). Continue training 1tnk/e1 nonstop; idle harvesters need reassignment.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[160,161,163,164,165,167,168,169,170,171,172,175,176],\"x\":95,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[178,179,181,182,185,187,188,189,190,191,192,193],\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":3},\n{\"do\":\"harvest\",\"unit\":152}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3253, "completion_tokens": 352, "total_tokens": 3605, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.010026, "upstream_inference_prompt_cost": 0.006506, "upstream_inference_completions_cost": 0.00352}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.9, "thoughts": "Army spread across map heading toward enemy base at (95,11). Consolidate infantry groups and push east, keep tank/infantry production going.", "notes": "Enemy at (95,11). Army spread (55-88,10-28). Keep merging groups, attack_move toward (95,11). Continue training 1tnk/e1 nonstop; idle harvesters need reassignment.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "attack_move", "units": [160, 161, 163, 164, 165, 167, 168, 169, 170, 171, 172, 175, 176], "x": 95, "y": 11}, {"do": "attack_move", "units": [178, 179, 181, 182, 185, 187, 188, 189, 190, 191, 192, 193], "x": 95, "y": 11}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 3 units", "attack_move: 13 units", "attack_move: 12 units", "train 3x 1tnk: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 2100, "units_killed": 15, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 17800, "army_value": 4800, "income": 7000, "experience": 27, "order_count": 125}}
{"tick": 8601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 29 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $9000, army $2800, killed $2100 (3 units, 0 bldgs), lost $2700 (15 units, 0 bldgs). Map explored 26.1%.\nPRODUCTION: Building: proc 86%; Building: powr 0%; Building: proc 0%; Building: powr 0%; Vehicle: harv 9%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 30%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #124 powr@(93,11) 29%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #177@(93,13)86% #195@(93,13)28%\n  harv (Ore Truck (harvester)) x2: #133@(108,22) #194@(88,3)\nVISIBLE ENEMY UNITS (6):\n  #160 e1@(89,12) 65%, #161 e1@(88,10) 80%, #163 e1@(88,10) 97%, #164 e1@(88,10) 100%, #169 e1@(89,12) 98%, #174 1tnk@(90,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy push of 3 e1 at (88,10) coming from west. Kill with rocket soldiers at base. Economy at $0, harvesting. Building queue: proc almost done then powr. Keep sending new units to defense near base center.", "raw": "{\"thoughts\": \"Low power is crippling production and my power plant is at 29% HP. Enemy has a light tank plus 5 rifle infantry pushing my base from the west. I'll repair the power plant, throw my rocket soldiers at the tank, and keep production going.\", \"notes\": \"Enemy push: 1tnk #174 @(90,14) + 5 e1 near (88-89,10-12). Repairing powr #124. Rocket soldiers #177/#195 attacking tank. proc finishing in building queue, then powr.\", \"commands\": [{\"do\":\"repair\",\"building\":124},{\"do\":\"attack_move\",\"units\":[177,195],\"x\":90,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":94,\"y\":13},{\"do\":\"rally\",\"building\":146,\"x\":94,\"y\":13},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1725, "completion_tokens": 868, "total_tokens": 2593, "cost": 0.001333308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001333308, "upstream_inference_prompt_cost": 0.000291708, "upstream_inference_completions_cost": 0.0010416}, "completion_tokens_details": {"reasoning_tokens": 667, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.34, "thoughts": "Low power is crippling production and my power plant is at 29% HP. Enemy has a light tank plus 5 rifle infantry pushing my base from the west. I'll repair the power plant, throw my rocket soldiers at the tank, and keep production going.", "notes": "Enemy push: 1tnk #174 @(90,14) + 5 e1 near (88-89,10-12). Repairing powr #124. Rocket soldiers #177/#195 attacking tank. proc finishing in building queue, then powr.", "commands": [{"do": "repair", "building": 124}, {"do": "attack_move", "units": [177, 195], "x": 90, "y": 14}, {"do": "rally", "building": 134, "x": 94, "y": 13}, {"do": "rally", "building": 146, "x": 94, "y": 13}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["repair #124: ordered", "attack_move: 2 units", "rally #134: ordered", "rally #146: ordered", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 2700, "units_killed": 3, "units_lost": 15, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9000, "army_value": 600, "income": 2000, "experience": 21, "order_count": 59}}
{"tick": 8601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:44 (tick 8601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $328 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $18200, army $8500, killed $2700 (15 units, 0 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 27.1%.\nPRODUCTION: Vehicle: 1tnk 79%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (37) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #174@(90,14) #186@(86,14) #196@(33,20)\n  e1 (Rifle Infantry) x31: #160@(89,12)65% #161@(88,10)80% #163@(88,10)97% #164@(88,10) #165@(88,12) #167@(88,12) #168@(88,12) #169@(89,12)98% #170@(78,10) #171@(88,12)96% #172@(78,10) #175@(78,10) #176@(78,10) #178@(69,19) #179@(71,18) #181@(65,24) #182@(61,27) #185@(42,24) #187@(43,24) #188@(42,24) #189@(37,24) #190@(35,24) #191@(35,24) #192@(26,25) #193@(26,25) #197@(18,20) #198@(17,20) #199@(6,16)* #200@(7,17)* #201@(8,17) #202@(8,17)*\n  harv (Ore Truck (harvester)) x3: #130@(22,9)82% #150@(17,13)82% #152@(9,30)\nVISIBLE ENEMY UNITS (2):\n  #177 e3@(93,13) 86%, #195 e3@(93,13) 28%\nVISIBLE ENEMY BUILDINGS (1):\n  #124 powr@(93,11) 29%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - attack_move: 13 units\n  - attack_move: 12 units\n  - train 3x 1tnk: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army spread (55-88,10-28). Keep merging groups, attack_move toward (95,11). Continue training 1tnk/e1 nonstop; idle harvesters need reassignment.", "raw": "{\"thoughts\":\"Enemy base near (95,11) with weakened power plant. Push all forward infantry/tanks to converge and destroy it, keep production going.\",\"notes\":\"Enemy base at (95,11), power plant #124 at 29% hp - focus fire there. Merge scattered e1 groups toward front. Keep training 1tnk/e1 nonstop; harvesters idle need reassignment.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},\n{\"do\":\"harvest\",\"unit\":152},\n{\"do\":\"harvest\",\"unit\":199},\n{\"do\":\"harvest\",\"unit\":200},\n{\"do\":\"harvest\",\"unit\":202},\n{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":3}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3384, "completion_tokens": 298, "total_tokens": 3682, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009748, "upstream_inference_prompt_cost": 0.006768, "upstream_inference_completions_cost": 0.00298}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.1, "thoughts": "Enemy base near (95,11) with weakened power plant. Push all forward infantry/tanks to converge and destroy it, keep production going.", "notes": "Enemy base at (95,11), power plant #124 at 29% hp - focus fire there. Merge scattered e1 groups toward front. Keep training 1tnk/e1 nonstop; harvesters idle need reassignment.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 152}, {"do": "harvest", "unit": 199}, {"do": "harvest", "unit": 200}, {"do": "harvest", "unit": 202}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 34 units", "train 3x 1tnk: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 2100, "units_killed": 15, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 18200, "army_value": 5200, "income": 7000, "experience": 27, "order_count": 131}}
{"tick": 8801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:52 (tick 8801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $991 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8100, army $2200, killed $2100 (3 units, 0 bldgs), lost $3600 (17 units, 1 bldgs). Map explored 26.1%.\nPRODUCTION: Building: powr 23%; Building: powr 0%; Vehicle: harv 16%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 54%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 91%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(102,17) #194@(93,12)89%\nVISIBLE ENEMY UNITS (8):\n  #160 e1@(90,12) 60%, #165 e1@(89,12) 100%, #167 e1@(90,12) 99%, #168 e1@(90,12) 100%, #169 e1@(90,12) 98%, #171 e1@(89,12) 95%, #174 1tnk@(92,12) 56%, #186 1tnk@(91,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #124: ordered\n  - attack_move: 2 units\n  - rally #134: ordered\n  - rally #146: ordered\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy push: 1tnk #174 @(90,14) + 5 e1 near (88-89,10-12). Repairing powr #124. Rocket soldiers #177/#195 attacking tank. proc finishing in building queue, then powr.", "raw": "{\"thoughts\":\"Base is under immediate attack by 2 Light Tanks and infantry. Harvester #194 is dangerously close at (93,12) and must retreat. Canceling Harvester production to prioritize tanks/power, moving Harvester #194 to safety, and repairing Construction Yard.\",\"notes\":\"Enemy 2 1tnk and 6 e1 at (91-92,12). Low power (0/80) until powr finishes. Need powr placed ASAP, cancel harv to let 1tnk build, e3 finishing from barracks.\",\"commands\":[{\"do\":\"move\",\"units\":[194],\"x\":102,\"y\":16},{\"do\":\"cancel\",\"item\":\"harv\"},{\"do\":\"repair\",\"building\":121}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1860, "completion_tokens": 1480, "total_tokens": 3340, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.01389, "upstream_inference_prompt_cost": 0.00279, "upstream_inference_completions_cost": 0.0111}, "completion_tokens_details": {"reasoning_tokens": 1312, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 14.57, "thoughts": "Base is under immediate attack by 2 Light Tanks and infantry. Harvester #194 is dangerously close at (93,12) and must retreat. Canceling Harvester production to prioritize tanks/power, moving Harvester #194 to safety, and repairing Construction Yard.", "notes": "Enemy 2 1tnk and 6 e1 at (91-92,12). Low power (0/80) until powr finishes. Need powr placed ASAP, cancel harv to let 1tnk build, e3 finishing from barracks.", "commands": [{"do": "move", "units": [194], "x": 102, "y": 16}, {"do": "cancel", "item": "harv"}, {"do": "repair", "building": 121}], "feedback": ["move: 1 units", "repair #121: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 3600, "units_killed": 3, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 8100, "army_value": 0, "income": 2000, "experience": 21, "order_count": 61}}
{"tick": 8801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:52 (tick 8801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $19000, army $9300, killed $3600 (17 units, 1 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 27.7%.\nPRODUCTION: Vehicle: 1tnk 3%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 81%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (39) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #174@(92,12)56% #186@(91,12) #196@(55,28) #204@(14,14)*\n  e1 (Rifle Infantry) x32: #160@(90,12)60% #161@(88,10)80% #163@(88,10)97% #164@(88,10) #165@(89,12) #167@(90,12) #168@(90,12) #169@(90,12)98% #170@(87,11) #171@(89,12)95% #172@(87,10) #175@(88,10) #176@(88,10) #178@(77,12) #179@(78,11) #181@(73,16) #182@(68,20) #185@(52,26) #187@(52,27) #188@(52,27) #189@(47,24) #190@(46,24) #191@(46,24) #192@(36,24) #193@(36,24) #197@(26,25) #198@(25,25) #199@(15,20) #200@(16,20) #201@(17,20) #202@(17,20) #203@(7,17)*\n  harv (Ore Truck (harvester)) x3: #130@(24,6)82% #150@(22,6)82% #152@(10,20)\nVISIBLE ENEMY UNITS (1):\n  #194 harv@(93,12) 89%\nVISIBLE ENEMY BUILDINGS (2):\n  #121 fact@(95,11) 91%, #134 tent@(95,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 34 units\n  - train 3x 1tnk: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), power plant #124 at 29% hp - focus fire there. Merge scattered e1 groups toward front. Keep training 1tnk/e1 nonstop; harvesters idle need reassignment.", "raw": "{\"thoughts\":\"Army near enemy base, push attack on fact/tent. Keep production rolling and send idle units forward.\",\"notes\":\"Enemy base (95,11): fact#121 91%hp, tent#134 100%. Push all army there, focus fact then tent. Keep training 1tnk/e1 continuously.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},\n{\"do\":\"attack\",\"units\":[160,161,163,164,165,167,168,169,170,171,172,174,175,176,186],\"target\":121},\n{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":2},\n{\"do\":\"harvest\",\"unit\":152}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3432, "completion_tokens": 284, "total_tokens": 3716, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009704, "upstream_inference_prompt_cost": 0.006864, "upstream_inference_completions_cost": 0.00284}, "completion_tokens_details": {"reasoning_tokens": 41, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.89, "thoughts": "Army near enemy base, push attack on fact/tent. Keep production rolling and send idle units forward.", "notes": "Enemy base (95,11): fact#121 91%hp, tent#134 100%. Push all army there, focus fact then tent. Keep training 1tnk/e1 continuously.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "attack", "units": [160, 161, 163, 164, 165, 167, 168, 169, 170, 171, 172, 174, 175, 176, 186], "target": 121}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "harvest", "unit": 152}], "feedback": ["attack_move: 2 units", "attack: 15 units", "train 2x 1tnk: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3600, "deaths_cost": 2100, "units_killed": 17, "units_lost": 3, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 19000, "army_value": 6000, "income": 6500, "experience": 36, "order_count": 137}}
{"tick": 9001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:00 (tick 9001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1337 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8100, army $2200, killed $2100 (3 units, 0 bldgs), lost $3600 (17 units, 1 bldgs). Map explored 26.1%.\nPRODUCTION: Building: powr 61%; Building: powr 0%; Vehicle: 1tnk 15%; Vehicle: 1tnk 0%; Infantry: e3 91%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 48%, #131 proc@(98,11) 100%, #134 tent@(95,8) 100%, #146 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(99,14) #194@(102,16)89%*\nVISIBLE ENEMY UNITS (15):\n  #160 e1@(90,12) 60%, #161 e1@(89,10) 80%, #163 e1@(89,10) 97%, #164 e1@(89,10) 100%, #165 e1@(89,12) 100%, #167 e1@(90,12) 99%, #168 e1@(90,12) 100%, #169 e1@(90,12) 98%, #170 e1@(90,11) 100%, #171 e1@(89,12) 95%, #172 e1@(89,11) 100%, #174 1tnk@(92,12) 56%, #175 e1@(90,11) 100%, #176 e1@(90,11) 100%, #186 1tnk@(91,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - repair #121: ordered\nYOUR NOTES FROM LAST TURN: Enemy 2 1tnk and 6 e1 at (91-92,12). Low power (0/80) until powr finishes. Need powr placed ASAP, cancel harv to let 1tnk build, e3 finishing from barracks.", "raw": "{\"thoughts\": \"Low power is crippling production (0/80) while ~15 enemy units push my base at (89-92,12). I need power up, defensive pillboxes, and my own units ASAP. Cash is tight so I'll lean on cheap infantry and one pillbox.\", \"notes\": \"Enemy blob at (89-92,12) attacking fact. powr at 61% then place it. Build pillbox near fact(95,11). e3 from barracks. Keep harvesters mining at (99-102,14-16).\", \"commands\": [{\"do\":\"build\",\"item\":\"pbox\"}, {\"do\":\"train\",\"item\":\"e3\",\"count\":5}, {\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}, {\"do\":\"harvest\",\"unit\":194}, {\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1787, "completion_tokens": 1161, "total_tokens": 2948, "cost": 0.001703508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001703508, "upstream_inference_prompt_cost": 0.000310308, "upstream_inference_completions_cost": 0.0013932}, "completion_tokens_details": {"reasoning_tokens": 975, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.69, "thoughts": "Low power is crippling production (0/80) while ~15 enemy units push my base at (89-92,12). I need power up, defensive pillboxes, and my own units ASAP. Cash is tight so I'll lean on cheap infantry and one pillbox.", "notes": "Enemy blob at (89-92,12) attacking fact. powr at 61% then place it. Build pillbox near fact(95,11). e3 from barracks. Keep harvesters mining at (99-102,14-16).", "commands": [{"do": "build", "item": "pbox"}, {"do": "train", "item": "e3", "count": 5}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "harvest", "unit": 194}, {"do": "harvest", "unit": 133}], "feedback": ["build pbox: started", "train 5x e3: queued", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 3600, "units_killed": 3, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 8100, "army_value": 0, "income": 2500, "experience": 21, "order_count": 62}}
{"tick": 9001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:00 (tick 9001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $19300, army $9600, killed $3600 (17 units, 1 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 28.2%.\nPRODUCTION: Vehicle: 1tnk 39%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 28%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (42) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #174@(92,12)56% #186@(91,12) #196@(70,18) #204@(34,20)\n  e1 (Rifle Infantry) x35: #160@(90,12)60% #161@(89,10)80% #163@(89,10)97% #164@(89,10) #165@(89,12) #167@(90,12) #168@(90,12) #169@(90,12)98% #170@(90,11) #171@(89,12)95% #172@(89,11) #175@(90,11) #176@(90,11) #178@(86,9) #179@(88,9) #181@(81,10) #182@(76,13) #185@(61,27) #187@(62,27) #188@(62,27) #189@(56,28) #190@(55,28) #191@(55,28) #192@(47,24) #193@(47,24) #197@(35,26) #198@(34,26) #199@(24,24) #200@(25,24) #201@(26,25) #202@(25,25) #203@(16,20) #205@(7,17)* #206@(7,17)* #207@(8,17)*\n  harv (Ore Truck (harvester)) x3: #130@(18,13)82% #150@(18,10)82% #152@(3,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #121 fact@(95,11) 48%, #134 tent@(95,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - attack: 15 units\n  - train 2x 1tnk: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base (95,11): fact#121 91%hp, tent#134 100%. Push all army there, focus fact then tent. Keep training 1tnk/e1 continuously.", "raw": "{\"thoughts\":\"Enemy construction yard is down to 48% HP; push the infantry group near (89-90,9-12) to finish it off and hit the barracks next. Keep production rolling.\",\"notes\":\"Enemy base (95,11): fact#121 48%hp, tent#134 100%. Keep attacking with e1 stack near (89-90,10-12) toward fact then tent. Continue training 1tnk/e1.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[160,161,163,164,165,167,168,169,170,171,172,175,176,178,179,181],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[174,186],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3457, "completion_tokens": 308, "total_tokens": 3765, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009994, "upstream_inference_prompt_cost": 0.006914, "upstream_inference_completions_cost": 0.00308}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.45, "thoughts": "Enemy construction yard is down to 48% HP; push the infantry group near (89-90,9-12) to finish it off and hit the barracks next. Keep production rolling.", "notes": "Enemy base (95,11): fact#121 48%hp, tent#134 100%. Keep attacking with e1 stack near (89-90,10-12) toward fact then tent. Continue training 1tnk/e1.", "commands": [{"do": "attack_move", "units": [160, 161, 163, 164, 165, 167, 168, 169, 170, 171, 172, 175, 176, 178, 179, 181], "x": 95, "y": 11}, {"do": "attack_move", "units": [174, 186], "x": 95, "y": 11}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["attack_move: 16 units", "attack_move: 2 units", "train 3x e1: queued", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3600, "deaths_cost": 2100, "units_killed": 17, "units_lost": 3, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 19300, "army_value": 6300, "income": 7000, "experience": 36, "order_count": 141}}
{"tick": 9201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:08 (tick 9201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1397 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $8100, army $2200, killed $2100 (3 units, 0 bldgs), lost $3900 (18 units, 1 bldgs). Map explored 26.3%.\nPRODUCTION: Building: powr 97%; Building: powr 0%; Defense: pbox 18%; Vehicle: 1tnk 31%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 28%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 10%, #131 proc@(98,11) 100%, #134 tent@(95,8) 88%, #146 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(100,25) #194@(98,12)89%\nVISIBLE ENEMY UNITS (19):\n  #160 e1@(91,11) 60%, #161 e1@(90,10) 80%, #163 e1@(90,10) 97%, #164 e1@(91,10) 87%, #165 e1@(91,10) 100%, #167 e1@(91,11) 99%, #168 e1@(90,12) 100%, #169 e1@(91,11) 98%, #170 e1@(90,11) 100%, #171 e1@(90,12) 95%, #172 e1@(90,11) 100%, #174 1tnk@(92,12) 56%, #175 e1@(91,11) 100%, #176 e1@(91,11) 100%, #178 e1@(91,10) 100%, #179 e1@(91,10) 98%, #181 e1@(91,10) 100%, #186 1tnk@(91,12) 100%, #196 1tnk@(89,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build pbox: started\n  - train 5x e3: queued\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy blob at (89-92,12) attacking fact. powr at 61% then place it. Build pillbox near fact(95,11). e3 from barracks. Keep harvesters mining at (99-102,14-16).", "raw": "{\"thoughts\": \"We're in a bad spot: Construction Yard at 10% HP with a 19-unit enemy blob camped at (89-92,11) just west of our base, low power, and no cash. Not much I can do offensively this turn. Priority is to keep harvesters safe and mining to fund recovery, and keep production queues running so the ready power plant can be placed next turn.\", \"notes\": \"Fact#121 at 10% HP, enemy blob ~(89-92,10-12) attacking base. powr in queue 97%, place ASAP next turn. hbox/pbox defense needed near fact(95,11). Keep harvesters mining, #133 far at (100,25) is safe, #194 near base - move it away from the enemy push. Queues are heavily backed up.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"move\",\"units\":[194],\"x\":103,\"y\":24},{\"do\":\"rally\",\"building\":146,\"x\":94,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":94,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1908, "completion_tokens": 1405, "total_tokens": 3313, "cost": 0.002032608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002032608, "upstream_inference_prompt_cost": 0.000346608, "upstream_inference_completions_cost": 0.001686}, "completion_tokens_details": {"reasoning_tokens": 1162, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.4, "thoughts": "We're in a bad spot: Construction Yard at 10% HP with a 19-unit enemy blob camped at (89-92,11) just west of our base, low power, and no cash. Not much I can do offensively this turn. Priority is to keep harvesters safe and mining to fund recovery, and keep production queues running so the ready power plant can be placed next turn.", "notes": "Fact#121 at 10% HP, enemy blob ~(89-92,10-12) attacking base. powr in queue 97%, place ASAP next turn. hbox/pbox defense needed near fact(95,11). Keep harvesters mining, #133 far at (100,25) is safe, #194 near base - move it away from the enemy push. Queues are heavily backed up.", "commands": [{"do": "harvest", "unit": 133}, {"do": "move", "units": [194], "x": 103, "y": 24}, {"do": "rally", "building": 146, "x": 94, "y": 11}, {"do": "rally", "building": 134, "x": 94, "y": 11}], "feedback": ["move: 1 units", "rally #146: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 3900, "units_killed": 3, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 8100, "army_value": 0, "income": 2500, "experience": 21, "order_count": 70}}
{"tick": 9201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:08 (tick 9201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $193 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $19400, army $9700, killed $3900 (18 units, 1 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 28.5%.\nPRODUCTION: Vehicle: 1tnk 61%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 81%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (43) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #174@(92,12)56% #186@(91,12) #196@(89,10) #204@(55,30)\n  e1 (Rifle Infantry) x36: #160@(91,11)60% #161@(90,10)80% #163@(90,10)97% #164@(91,10)87% #165@(91,10) #167@(91,11) #168@(90,12) #169@(91,11)98% #170@(90,11) #171@(90,12)95% #172@(90,11) #175@(91,11) #176@(91,11) #178@(91,10) #179@(91,10)98% #181@(91,10) #182@(85,10) #185@(70,23) #187@(69,19) #188@(70,23) #189@(65,24) #190@(64,24) #191@(64,25) #192@(56,28) #193@(55,28) #197@(46,27) #198@(45,27) #199@(33,26) #200@(34,26) #201@(35,26) #202@(35,26) #203@(25,25) #205@(7,17)* #206@(7,17)* #207@(9,18)* #209@(8,17)*\n  harv (Ore Truck (harvester)) x3: #130@(18,16)82% #150@(15,17)82% #152@(7,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #121 fact@(95,11) 10%, #134 tent@(95,8) 88%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - attack_move: 2 units\n  - train 3x e1: queued\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy base (95,11): fact#121 48%hp, tent#134 100%. Keep attacking with e1 stack near (89-90,10-12) toward fact then tent. Continue training 1tnk/e1.", "raw": "{\"thoughts\":\"Enemy construction yard is at 10% hp - finish it off now with the stack of infantry/tanks nearby. Keep training reinforcements.\",\"notes\":\"Enemy base (95,11): fact#121 10%hp near death, tent#134 88%. Push all units at (89-91,10-12) into fact then tent to destroy base. Continue producing 1tnk/e1.\",\"commands\":[{\"do\":\"attack\",\"units\":[160,161,163,164,165,167,168,169,170,171,172,175,176,178,179,181,182,174,186,196],\"target\":121},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"harvest\",\"unit\":152}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3536, "completion_tokens": 279, "total_tokens": 3815, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009862, "upstream_inference_prompt_cost": 0.007072, "upstream_inference_completions_cost": 0.00279}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.91, "thoughts": "Enemy construction yard is at 10% hp - finish it off now with the stack of infantry/tanks nearby. Keep training reinforcements.", "notes": "Enemy base (95,11): fact#121 10%hp near death, tent#134 88%. Push all units at (89-91,10-12) into fact then tent to destroy base. Continue producing 1tnk/e1.", "commands": [{"do": "attack", "units": [160, 161, 163, 164, 165, 167, 168, 169, 170, 171, 172, 175, 176, 178, 179, 181, 182, 174, 186, 196], "target": 121}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "harvest", "unit": 152}], "feedback": ["attack: 20 units", "train 3x e1: queued", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3900, "deaths_cost": 2100, "units_killed": 18, "units_lost": 3, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 19400, "army_value": 6400, "income": 6500, "experience": 39, "order_count": 146}}
{"tick": 9401, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:16 (tick 9401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1575 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6100, army $2200, killed $2100 (3 units, 0 bldgs), lost $5900 (18 units, 2 bldgs). Map explored 26.3%.\nPRODUCTION: Vehicle: 1tnk 47%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 65%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 100%, #134 tent@(95,8) 27%, #146 weap@(97,8) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(101,21) #194@(103,24)89%*\nVISIBLE ENEMY UNITS (17):\n  #160 e1@(91,11) 60%, #161 e1@(90,10) 80%, #163 e1@(90,10) 97%, #164 e1@(91,10) 87%, #165 e1@(91,10) 100%, #167 e1@(91,11) 99%, #169 e1@(91,11) 98%, #170 e1@(90,11) 100%, #172 e1@(90,11) 100%, #174 1tnk@(92,12) 56%, #175 e1@(91,11) 100%, #176 e1@(91,11) 100%, #178 e1@(91,10) 100%, #179 e1@(91,10) 98%, #181 e1@(91,10) 100%, #186 1tnk@(91,12) 100%, #196 1tnk@(90,9) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - rally #146: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Fact#121 at 10% HP, enemy blob ~(89-92,10-12) attacking base. powr in queue 97%, place ASAP next turn. hbox/pbox defense needed near fact(95,11). Keep harvesters mining, #133 far at (100,25) is safe, #194 near base - move it away from the enemy push. Queues are heavily backed up.", "raw": "{\"thoughts\": \"Enemy has a 17-unit blob (3 light tanks) right at my base entrance (91,11) and Fact is already gone; I'm on low power and broke. Priority: get power up, get both harvesters mining for cash, then rebuild a defense line and pump out tanks/rockets.\", \"notes\": \"No Fact (destroyed). Enemy blob ~(90-92,9-12) with 3 1tnk at base door. Building=powr queued/place ASAP. Both harvesters idle at (101,21)/(103,24) -> send mining. tent 27% HP fragile. Need pbox + army fast.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":194},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1795, "completion_tokens": 753, "total_tokens": 2548, "cost": 0.001216308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001216308, "upstream_inference_prompt_cost": 0.000312708, "upstream_inference_completions_cost": 0.0009036}, "completion_tokens_details": {"reasoning_tokens": 546, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.08, "thoughts": "Enemy has a 17-unit blob (3 light tanks) right at my base entrance (91,11) and Fact is already gone; I'm on low power and broke. Priority: get power up, get both harvesters mining for cash, then rebuild a defense line and pump out tanks/rockets.", "notes": "No Fact (destroyed). Enemy blob ~(90-92,9-12) with 3 1tnk at base door. Building=powr queued/place ASAP. Both harvesters idle at (101,21)/(103,24) -> send mining. tent 27% HP fragile. Need pbox + army fast.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 194}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 3x e3: queued", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 5900, "units_killed": 3, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 6100, "army_value": 0, "income": 2500, "experience": 21, "order_count": 70}}
{"tick": 9401, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:16 (tick 9401 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $534 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $20500, army $10800, killed $5900 (18 units, 2 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 28.7%.\nPRODUCTION: Vehicle: 1tnk 8%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 8%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (48) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x5: #174@(92,12)56%* #186@(91,12)* #196@(90,9) #204@(65,26) #213@(14,14)*\n  e1 (Rifle Infantry) x40: #160@(91,11)60%* #161@(90,10)80% #163@(90,10)97%* #164@(91,10)87% #165@(91,10) #167@(91,11) #168@(90,12)* #169@(91,11)98% #170@(90,11)* #171@(90,12)95%* #172@(90,11)* #175@(91,11) #176@(91,11) #178@(91,10) #179@(91,10)98% #181@(91,10) #182@(88,10)* #185@(78,15) #187@(77,12) #188@(78,15) #189@(72,17) #190@(72,17) #191@(71,18) #192@(65,24) #193@(64,25) #197@(56,28) #198@(55,28) #199@(43,27) #200@(44,27) #201@(45,27) #202@(45,27) #203@(34,26) #205@(6,18)* #206@(9,18)* #207@(9,18)* #209@(9,17)* #210@(6,16)* #211@(7,17) #212@(8,17)* #214@(7,16)\n  harv (Ore Truck (harvester)) x3: #130@(24,6)82% #150@(18,9)82% #152@(10,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #134 tent@(95,8) 27%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 20 units\n  - train 3x e1: queued\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy base (95,11): fact#121 10%hp near death, tent#134 88%. Push all units at (89-91,10-12) into fact then tent to destroy base. Continue producing 1tnk/e1.", "raw": "{\"thoughts\":\"Enemy tent at 27% - push remaining forces to finish it off. Continue production.\",\"notes\":\"Enemy base (95,11): tent#134 27%hp near death. Push all units at (88-91,10-12) to destroy it and any remaining buildings. Continue producing 1tnk/e1.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[160,161,163,164,165,167,168,169,170,171,172,175,176,178,179,181,182,174,186,196],\"x\":95,\"y\":8},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3562, "completion_tokens": 246, "total_tokens": 3808, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009584, "upstream_inference_prompt_cost": 0.007124, "upstream_inference_completions_cost": 0.00246}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.6, "thoughts": "Enemy tent at 27% - push remaining forces to finish it off. Continue production.", "notes": "Enemy base (95,11): tent#134 27%hp near death. Push all units at (88-91,10-12) to destroy it and any remaining buildings. Continue producing 1tnk/e1.", "commands": [{"do": "attack_move", "units": [160, 161, 163, 164, 165, 167, 168, 169, 170, 171, 172, 175, 176, 178, 179, 181, 182, 174, 186, 196], "x": 95, "y": 8}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["attack_move: 20 units", "train 3x e1: queued", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 5900, "deaths_cost": 2100, "units_killed": 18, "units_lost": 3, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 20500, "army_value": 7500, "income": 7000, "experience": 59, "order_count": 151}}
{"tick": 9601, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:24 (tick 9601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1985 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $5600, army $2200, killed $2100 (3 units, 0 bldgs), lost $6400 (18 units, 3 bldgs). Map explored 26.3%.\nPRODUCTION: Vehicle: 1tnk 63%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 84%, #146 weap@(97,8) 78%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(98,12) #194@(103,22)89%\nVISIBLE ENEMY UNITS (20):\n  #160 e1@(93,9) 60%, #161 e1@(94,11) 80%, #163 e1@(93,9) 97%, #164 e1@(93,9) 87%, #165 e1@(93,9) 100%, #167 e1@(94,11) 99%, #168 e1@(92,9) 100%, #169 e1@(93,11) 98%, #170 e1@(93,9) 100%, #171 e1@(93,7) 95%, #172 e1@(93,7) 100%, #174 1tnk@(94,10) 56%, #175 e1@(93,12) 100%, #176 e1@(93,12) 100%, #178 e1@(94,11) 100%, #179 e1@(94,11) 98%, #181 e1@(94,11) 100%, #182 e1@(92,8) 100%, #186 1tnk@(93,10) 100%, #196 1tnk@(93,8) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train 3x e3: queued\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: No Fact (destroyed). Enemy blob ~(90-92,9-12) with 3 1tnk at base door. Building=powr queued/place ASAP. Both harvesters idle at (101,21)/(103,24) -> send mining. tent 27% HP fragile. Need pbox + army fast.", "raw": "{\"thoughts\": \"Critical emergency: Base is under direct attack by infantry and 3 light tanks with no ConYard left. Immediately repair Proc and War Factory, use Harvester #133 to crush the dense enemy infantry swarm, and keep War Factory producing Light Tanks.\", \"notes\": \"No ConYard or Tent. Surviving on Proc #131 and Weap #146. Enemy attacking at (94,10). Repairing buildings and crushing infantry with Harvester #133.\", \"commands\": [{\"do\": \"repair\", \"building\": 131}, {\"do\": \"repair\", \"building\": 146}, {\"do\": \"move\", \"units\": [133], \"x\": 94, \"y\": 11}, {\"do\": \"harvest\", \"unit\": 194}, {\"do\": \"rally\", \"building\": 146, \"x\": 96, \"y\": 9}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1759, "completion_tokens": 990, "total_tokens": 2749, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0100635, "upstream_inference_prompt_cost": 0.0026385, "upstream_inference_completions_cost": 0.007425}, "completion_tokens_details": {"reasoning_tokens": 785, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.36, "thoughts": "Critical emergency: Base is under direct attack by infantry and 3 light tanks with no ConYard left. Immediately repair Proc and War Factory, use Harvester #133 to crush the dense enemy infantry swarm, and keep War Factory producing Light Tanks.", "notes": "No ConYard or Tent. Surviving on Proc #131 and Weap #146. Enemy attacking at (94,10). Repairing buildings and crushing infantry with Harvester #133.", "commands": [{"do": "repair", "building": 131}, {"do": "repair", "building": 146}, {"do": "move", "units": [133], "x": 94, "y": 11}, {"do": "harvest", "unit": 194}, {"do": "rally", "building": 146, "x": 96, "y": 9}], "feedback": ["repair #131: ordered", "repair #146: ordered", "move: 1 units", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 6400, "units_killed": 3, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 5600, "army_value": 0, "income": 2825, "experience": 21, "order_count": 76}}
{"tick": 9601, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:24 (tick 9601 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $20700, army $11000, killed $6400 (18 units, 3 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 29.3%.\nPRODUCTION: Vehicle: 1tnk 46%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 73%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (50) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x5: #174@(94,10)56% #186@(93,10) #196@(93,8) #204@(82,12) #213@(14,14)*\n  e1 (Rifle Infantry) x42: #160@(93,9)60% #161@(94,11)80% #163@(93,9)97% #164@(93,9)87% #165@(93,9) #167@(94,11) #168@(92,9) #169@(93,11)98% #170@(93,9) #171@(93,7)95% #172@(93,7) #175@(93,12) #176@(93,12) #178@(94,11) #179@(94,11)98% #181@(94,11) #182@(92,8) #185@(87,13) #187@(86,11) #188@(87,13) #189@(80,9) #190@(79,9) #191@(79,10) #192@(72,16) #193@(72,17) #197@(65,24) #198@(64,24) #199@(53,28) #200@(54,28) #201@(55,28) #202@(55,28) #203@(44,27) #205@(6,18)* #206@(9,18)* #207@(9,18)* #209@(9,17)* #210@(6,16)* #211@(6,18)* #212@(9,17)* #214@(6,17)* #215@(7,17)* #216@(8,17)*\n  harv (Ore Truck (harvester)) x3: #130@(20,7)82% #150@(19,4)82% #152@(4,28)\nVISIBLE ENEMY UNITS (1):\n  #133 harv@(98,12) 99%\nVISIBLE ENEMY BUILDINGS (2):\n  #131 proc@(98,11) 84%, #146 weap@(97,8) 78%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 20 units\n  - train 3x e1: queued\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy base (95,11): tent#134 27%hp near death. Push all units at (88-91,10-12) to destroy it and any remaining buildings. Continue producing 1tnk/e1.", "raw": "{\"thoughts\":\"Big army already near enemy base; push attack to destroy remaining buildings (proc, weap). Keep training reinforcements.\",\"notes\":\"Enemy base at ~(95-98,8-12): proc#131, weap#146 still standing. Push all units there to destroy. Keep producing 1tnk/e1, send new units to front.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":97,\"y\":10},\n{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},\n{\"do\":\"train\",\"item\":\"e1\",\"count\":3}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3638, "completion_tokens": 227, "total_tokens": 3865, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009546, "upstream_inference_prompt_cost": 0.007276, "upstream_inference_completions_cost": 0.00227}, "completion_tokens_details": {"reasoning_tokens": 38, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.34, "thoughts": "Big army already near enemy base; push attack to destroy remaining buildings (proc, weap). Keep training reinforcements.", "notes": "Enemy base at ~(95-98,8-12): proc#131, weap#146 still standing. Push all units there to destroy. Keep producing 1tnk/e1, send new units to front.", "commands": [{"do": "attack_move", "units": "all_army", "x": 97, "y": 10}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 47 units", "train 3x 1tnk: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6400, "deaths_cost": 2100, "units_killed": 18, "units_lost": 3, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 20700, "army_value": 7700, "income": 7000, "experience": 64, "order_count": 156}}
{"tick": 9801, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:32 (tick 9801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1873 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $5600, army $2200, killed $2100 (3 units, 0 bldgs), lost $6400 (18 units, 3 bldgs). Map explored 26.3%.\nPRODUCTION: Vehicle: 1tnk 79%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 60%, #146 weap@(97,8) 42%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(94,11)79%* #194@(98,12)89%\nVISIBLE ENEMY UNITS (24):\n  #160 e1@(93,9) 60%, #161 e1@(94,12) 49%, #163 e1@(93,9) 97%, #164 e1@(93,9) 87%, #165 e1@(93,9) 100%, #167 e1@(95,11) 65%, #168 e1@(92,9) 100%, #169 e1@(93,11) 98%, #170 e1@(93,9) 100%, #171 e1@(93,7) 95%, #172 e1@(93,7) 100%, #174 1tnk@(94,10) 56%, #175 e1@(93,12) 100%, #176 e1@(94,12) 100%, #178 e1@(95,10) 90%, #179 e1@(95,10) 98%, #181 e1@(93,12) 72%, #182 e1@(92,8) 100%, #185 e1@(91,12) 100%, #186 1tnk@(93,10) 100%, #187 e1@(91,12) 100%, #188 e1@(91,12) 100%, #196 1tnk@(93,8) 100%, #204 1tnk@(92,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #131: ordered\n  - repair #146: ordered\n  - move: 1 units\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: No ConYard or Tent. Surviving on Proc #131 and Weap #146. Enemy attacking at (94,10). Repairing buildings and crushing infantry with Harvester #133.", "raw": "{\"thoughts\": \"No Construction Yard left, so only the War Factory matters. Cash is 0 with ore stored in refineries, so the priority is getting both harvesters mining again to restart income while the 1tnk finishes and buildings keep repairing.\", \"notes\": \"Still no ConYard - only proc #131 and weap #146. Enemy flooding infantry/tanks around (91-95, 7-14). Harvesters must keep mining to fund tank production. Repair buildings as needed.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":194},{\"do\":\"repair\",\"building\":146},{\"do\":\"repair\",\"building\":131}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1649, "completion_tokens": 852, "total_tokens": 2501, "cost": 0.001291308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001291308, "upstream_inference_prompt_cost": 0.000268908, "upstream_inference_completions_cost": 0.0010224}, "completion_tokens_details": {"reasoning_tokens": 705, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.26, "thoughts": "No Construction Yard left, so only the War Factory matters. Cash is 0 with ore stored in refineries, so the priority is getting both harvesters mining again to restart income while the 1tnk finishes and buildings keep repairing.", "notes": "Still no ConYard - only proc #131 and weap #146. Enemy flooding infantry/tanks around (91-95, 7-14). Harvesters must keep mining to fund tank production. Repair buildings as needed.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 194}, {"do": "repair", "building": 146}, {"do": "repair", "building": 131}], "feedback": ["repair #146: ordered", "repair #131: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 6400, "units_killed": 3, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 5600, "army_value": 0, "income": 2825, "experience": 21, "order_count": 76}}
{"tick": 9801, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:32 (tick 9801 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $20700, army $11000, killed $6400 (18 units, 3 bldgs), lost $2100 (3 units, 0 bldgs). Map explored 29.6%.\nPRODUCTION: Vehicle: 1tnk 46%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 73%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (50) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x5: #174@(94,10)56% #186@(93,10) #196@(93,8) #204@(92,14) #213@(34,20)\n  e1 (Rifle Infantry) x42: #160@(93,9)60% #161@(94,12)49% #163@(93,9)97% #164@(93,9)87% #165@(93,9) #167@(95,11)65% #168@(92,9) #169@(93,11)98% #170@(93,9) #171@(93,7)95% #172@(93,7) #175@(93,12) #176@(94,12) #178@(95,10)90% #179@(95,10)98% #181@(93,12)72% #182@(92,8) #185@(91,12) #187@(91,12) #188@(91,12) #189@(90,8) #190@(89,8) #191@(89,10) #192@(80,10) #193@(80,10) #197@(73,19) #198@(72,19) #199@(63,26) #200@(64,25) #201@(64,25) #202@(64,24) #203@(54,28) #205@(14,21) #206@(18,20) #207@(18,20) #209@(18,20) #210@(15,20) #211@(14,21) #212@(18,20) #214@(14,20) #215@(16,20) #216@(17,20)\n  harv (Ore Truck (harvester)) x3: #130@(16,17)82% #150@(18,14)82% #152@(8,23)\nVISIBLE ENEMY UNITS (2):\n  #133 harv@(94,11) 79%, #194 harv@(98,12) 89%\nVISIBLE ENEMY BUILDINGS (2):\n  #131 proc@(98,11) 60%, #146 weap@(97,8) 42%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 47 units\n  - train 3x 1tnk: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at ~(95-98,8-12): proc#131, weap#146 still standing. Push all units there to destroy. Keep producing 1tnk/e1, send new units to front.", "raw": "{\"thoughts\":\"Large force already at enemy base attacking their proc/weap. Push remaining stragglers in, keep production going, finish off enemy buildings.\",\"notes\":\"Enemy base at ~(95-98,8-12): proc#131, weap#146 damaged. Keep attacking with all army toward (97,10). Continue 1tnk/e1 production and reinforce front.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":97,\"y\":10},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3723, "completion_tokens": 230, "total_tokens": 3953, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009746, "upstream_inference_prompt_cost": 0.007446, "upstream_inference_completions_cost": 0.0023}, "completion_tokens_details": {"reasoning_tokens": 32, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.19, "thoughts": "Large force already at enemy base attacking their proc/weap. Push remaining stragglers in, keep production going, finish off enemy buildings.", "notes": "Enemy base at ~(95-98,8-12): proc#131, weap#146 damaged. Keep attacking with all army toward (97,10). Continue 1tnk/e1 production and reinforce front.", "commands": [{"do": "attack_move", "units": "all_army", "x": 97, "y": 10}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 47 units", "train 3x 1tnk: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6400, "deaths_cost": 2100, "units_killed": 18, "units_lost": 3, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 20700, "army_value": 7700, "income": 6000, "experience": 64, "order_count": 162}}
{"tick": 10001, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:40 (tick 10001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1986 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $5600, army $2200, killed $2200 (4 units, 0 bldgs), lost $6400 (18 units, 3 bldgs). Map explored 26.4%.\nPRODUCTION: Vehicle: 1tnk 95%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 46%, #146 weap@(97,8) 22%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #133@(88,4)34% #194@(98,12)89%\nVISIBLE ENEMY UNITS (19):\n  #160 e1@(91,7) 60%, #161 e1@(92,7) 49%, #163 e1@(91,8) 97%, #165 e1@(92,8) 100%, #167 e1@(92,8) 65%, #170 e1@(92,7) 100%, #171 e1@(92,7) 95%, #172 e1@(93,7) 100%, #174 1tnk@(94,10) 56%, #176 e1@(92,8) 100%, #178 e1@(92,7) 90%, #179 e1@(91,7) 98%, #181 e1@(91,8) 72%, #182 e1@(91,7) 100%, #186 1tnk@(93,10) 99%, #189 e1@(90,7) 78%, #190 e1@(91,8) 100%, #196 1tnk@(93,8) 100%, #204 1tnk@(89,7) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #146: ordered\n  - repair #131: ordered\nYOUR NOTES FROM LAST TURN: Still no ConYard - only proc #131 and weap #146. Enemy flooding infantry/tanks around (91-95, 7-14). Harvesters must keep mining to fund tank production. Repair buildings as needed.", "raw": "{\"thoughts\": \"We have no Construction Yard, so no new buildings are possible \u2014 only vehicle production from the war factory. Six light tanks are already queued; I'll keep the queue full, pull the badly damaged harvester to safety near the refinery, and set a defensive rally so new tanks gather to protect the base from the enemy swarm at (91-95,7-14).\", \"notes\": \"No ConYard (only proc #131 + weap #146) \u2014 cannot build power or any buildings, so stuck on low power. Enemy infantry/tanks massing right next to base at ~(91-95,7-14). Pump light tanks nonstop, defend, then push.\", \"commands\": [{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"rally\",\"building\":146,\"x\":96,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1574, "completion_tokens": 1141, "total_tokens": 2715, "cost": 0.001615608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001615608, "upstream_inference_prompt_cost": 0.000246408, "upstream_inference_completions_cost": 0.0013692}, "completion_tokens_details": {"reasoning_tokens": 949, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.93, "thoughts": "We have no Construction Yard, so no new buildings are possible \u2014 only vehicle production from the war factory. Six light tanks are already queued; I'll keep the queue full, pull the badly damaged harvester to safety near the refinery, and set a defensive rally so new tanks gather to protect the base from the enemy swarm at (91-95,7-14).", "notes": "No ConYard (only proc #131 + weap #146) \u2014 cannot build power or any buildings, so stuck on low power. Enemy infantry/tanks massing right next to base at ~(91-95,7-14). Pump light tanks nonstop, defend, then push.", "commands": [{"do": "train", "item": "1tnk", "count": 5}, {"do": "harvest", "unit": 133}, {"do": "rally", "building": 146, "x": 96, "y": 13}], "feedback": ["train 5x 1tnk: queued", "rally #146: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2200, "deaths_cost": 6400, "units_killed": 4, "units_lost": 18, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 5600, "army_value": 0, "income": 2550, "experience": 22, "order_count": 76}}
{"tick": 10001, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:40 (tick 10001 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $936 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $20900, army $11200, killed $6400 (18 units, 3 bldgs), lost $2200 (4 units, 0 bldgs). Map explored 29.7%.\nPRODUCTION: Vehicle: 1tnk 87%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 53%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (52) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x5: #174@(94,10)56% #186@(93,10) #196@(93,8) #204@(89,7) #213@(55,30)\n  e1 (Rifle Infantry) x44: #160@(91,7)60% #161@(92,7)49% #163@(91,8)97% #164@(90,8)87% #165@(92,8) #167@(92,8)65% #168@(90,8) #170@(92,7) #171@(92,7)95% #172@(93,7) #175@(90,9) #176@(92,8) #178@(92,7)90% #179@(91,7)98% #181@(91,8)72% #182@(91,7) #185@(90,8) #187@(89,8) #188@(89,8) #189@(90,7)78% #190@(91,8) #191@(89,9) #192@(87,9) #193@(87,8) #197@(81,11) #198@(80,12) #199@(71,21) #200@(72,20) #201@(73,19) #202@(72,19) #203@(64,25) #205@(23,24) #206@(26,25) #207@(26,25) #209@(26,25) #210@(23,24) #211@(23,24) #212@(27,25) #214@(24,24) #215@(25,25) #216@(25,25) #217@(8,17)* #218@(8,17)* #219@(7,17)*\n  harv (Ore Truck (harvester)) x3: #130@(19,11)82% #150@(16,17)82% #152@(6,24)\nVISIBLE ENEMY UNITS (2):\n  #133 harv@(88,4) 34%, #194 harv@(98,12) 89%\nVISIBLE ENEMY BUILDINGS (2):\n  #131 proc@(98,11) 46%, #146 weap@(97,8) 22%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 47 units\n  - train 3x 1tnk: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at ~(95-98,8-12): proc#131, weap#146 damaged. Keep attacking with all army toward (97,10). Continue 1tnk/e1 production and reinforce front.", "raw": "{\"thoughts\":\"Big army near enemy base, keep pushing attack toward remaining buildings, continue production.\",\"notes\":\"Enemy base at ~(95-98,8-12): proc#131, weap#146 damaged. Push all army to finish them off. Keep producing 1tnk/e1.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":97,\"y\":10},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3793, "completion_tokens": 149, "total_tokens": 3942, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009076, "upstream_inference_prompt_cost": 0.007586, "upstream_inference_completions_cost": 0.00149}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.66, "thoughts": "Big army near enemy base, keep pushing attack toward remaining buildings, continue production.", "notes": "Enemy base at ~(95-98,8-12): proc#131, weap#146 damaged. Push all army to finish them off. Keep producing 1tnk/e1.", "commands": [{"do": "attack_move", "units": "all_army", "x": 97, "y": 10}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 49 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6400, "deaths_cost": 2200, "units_killed": 18, "units_lost": 4, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 20900, "army_value": 7900, "income": 7125, "experience": 64, "order_count": 168}}
{"tick": 10201, "slot": "Multi0", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:48 (tick 10201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $2000 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $3200, army $1800, killed $2400 (6 units, 0 bldgs), lost $9500 (19 units, 4 bldgs). Map explored 26.4%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #131 proc@(98,11) 33%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #222@(97,9)85%\n  harv (Ore Truck (harvester)) x1: #194@(98,12)89%\n  harv.fullhusk (harv.fullhusk) x1: #224@(93,9)94%*\nVISIBLE ENEMY UNITS (10):\n  #167 e1@(93,6) 65%, #170 e1@(93,7) 100%, #171 e1@(93,7) 72%, #172 e1@(93,7) 100%, #174 1tnk@(94,10) 19%, #178 e1@(93,7) 90%, #181 e1@(93,7) 72%, #186 1tnk@(94,9) 99%, #189 e1@(93,6) 78%, #196 1tnk@(94,8) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x 1tnk: queued\n  - rally #146: ordered\nYOUR NOTES FROM LAST TURN: No ConYard (only proc #131 + weap #146) \u2014 cannot build power or any buildings, so stuck on low power. Enemy infantry/tanks massing right next to base at ~(91-95,7-14). Pump light tanks nonstop, defend, then push.", "raw": "{\"thoughts\": \"Our War Factory was destroyed and we have only a damaged Refinery left with no production capability. We must repair the Refinery immediately, focus fire low HP enemy tank #174 with our Light Tank, and fight to the end.\", \"notes\": \"No production buildings left besides proc #131. Repair proc, fight enemy units with 1tnk #222.\", \"commands\": [{\"do\": \"repair\", \"building\": 131}, {\"do\": \"attack\", \"units\": [222], \"target\": 174}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1478, "completion_tokens": 717, "total_tokens": 2195, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0075945, "upstream_inference_prompt_cost": 0.002217, "upstream_inference_completions_cost": 0.0053775}, "completion_tokens_details": {"reasoning_tokens": 597, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.94, "thoughts": "Our War Factory was destroyed and we have only a damaged Refinery left with no production capability. We must repair the Refinery immediately, focus fire low HP enemy tank #174 with our Light Tank, and fight to the end.", "notes": "No production buildings left besides proc #131. Repair proc, fight enemy units with 1tnk #222.", "commands": [{"do": "repair", "building": 131}, {"do": "attack", "units": [222], "target": 174}], "feedback": ["repair #131: ordered", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 9500, "units_killed": 6, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 3200, "army_value": 700, "income": 2650, "experience": 24, "order_count": 81}}
{"tick": 10201, "slot": "Multi1", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:48 (tick 10201 of 90000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $276 (storage 4000), power 398 made / 140 used, harvesters 3.\nSCORE: assets $21500, army $11800, killed $9700 (21 units, 4 bldgs), lost $2600 (8 units, 0 bldgs). Map explored 30%.\nPRODUCTION: Vehicle: 1tnk 35%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 81%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,16) 98%, #132 powr@(12,13) 98%, #142 weap@(14,13) 100%, #151 proc@(10,19) 100%, #156 powr@(10,13) 100%, #158 tent@(8,16) 100%, #173 fix@(13,20) 100%, #180 powr@(8,19) 100%\nYOUR UNITS (52) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x6: #174@(94,10)19% #186@(94,9) #196@(94,8) #204@(92,6) #213@(72,18) #221@(14,14)*\n  e1 (Rifle Infantry) x43: #163@(92,8)81% #164@(92,10)87% #165@(91,7)29%* #167@(93,6)65% #168@(92,10) #170@(93,7) #171@(93,7)72% #172@(93,7) #175@(92,10) #178@(93,7)90% #179@(92,7)75%* #181@(93,7)72% #185@(92,10) #187@(91,10) #188@(91,9) #189@(93,6)78% #190@(92,8) #191@(92,10) #192@(90,10) #193@(90,8) #197@(91,11) #198@(90,11) #199@(78,14) #200@(79,13) #201@(80,12) #202@(80,12) #203@(72,20) #205@(33,24) #206@(36,24) #207@(36,24) #209@(37,24) #210@(34,24) #211@(34,24) #212@(37,24) #214@(34,24) #215@(35,24) #216@(36,24) #217@(17,20) #218@(17,20) #219@(16,20) #220@(8,17)* #223@(8,17)* #225@(7,17)*\n  harv (Ore Truck (harvester)) x3: #130@(22,6)82% #150@(20,4)82% #152@(6,29)\nVISIBLE ENEMY UNITS (3):\n  #194 harv@(98,12) 89%, #222 1tnk@(97,9) 85%, #224 harv.fullhusk@(93,9) 94%\nVISIBLE ENEMY BUILDINGS (1):\n  #131 proc@(98,11) 33%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 49 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at ~(95-98,8-12): proc#131, weap#146 damaged. Push all army to finish them off. Keep producing 1tnk/e1.", "raw": "{\"thoughts\":\"Large army near enemy base already engaged. Push to destroy remaining proc and any other structures. Keep production going.\",\"notes\":\"Enemy base ~(95-98,8-12): proc#131 at 33%. Push all army there to finish it off. Keep producing 1tnk/e1, and start second war factory/proc if cash allows.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":97,\"y\":10},{\"do\":\"attack\",\"units\":[174,186,196,204],\"target\":131},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3758, "completion_tokens": 234, "total_tokens": 3992, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009856, "upstream_inference_prompt_cost": 0.007516, "upstream_inference_completions_cost": 0.00234}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.37, "thoughts": "Large army near enemy base already engaged. Push to destroy remaining proc and any other structures. Keep production going.", "notes": "Enemy base ~(95-98,8-12): proc#131 at 33%. Push all army there to finish it off. Keep producing 1tnk/e1, and start second war factory/proc if cash allows.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 97, "y": 10}, {"do": "attack", "units": [174, 186, 196, 204], "target": 131}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 6 units", "attack: 4 units", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9700, "deaths_cost": 2600, "units_killed": 21, "units_lost": 8, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 21500, "army_value": 8500, "income": 7000, "experience": 95, "order_count": 171}}
